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cmitu/log.txt Secret

Created May 8, 2024 15:18
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mesa shader cache dump
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) vec4 uColor)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture_retval)
(declare (temporary ) float pow_retval)
(assign (xyzw) (var_ref fragColor) (expression vec4 * (expression float pow (swiz x (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))(constant float (0.555556)) ) (var_ref uColor) ) )
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) vec4 uColor)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary ) vec4 texture_retval)
(declare (temporary ) float pow_retval)
(assign (xyzw) (var_ref fragColor) (expression vec4 * (expression float pow (swiz x (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))(constant float (0.555556)) ) (var_ref uColor) ) )
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL3
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x5c60bfcd, 0xb5fcb3e3, 0xe91441a2, 0x23f0ee4e, 0x410c28c5}
name: GLSL3
internal: false
stage: 4
next_stage: 4
num_textures: 1
inputs_read: 32
outputs_written: 4
subgroup_size: 1
bit_sizes_float: 0x20
bit_sizes_int: 0x20
flrp_lowered: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp vec4 uColor (1, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = load_const (0x3f0e38e4 = 0.555556)
32 %6 = deref_var &uTex0 (uniform sampler2D)
32x4 %7 = (float32)tex %6 (texture_deref), %6 (sampler_deref), %4 (coord)
32 %8 = flog2 %7.x
32 %9 = fmul %8, %5 (0.555556)
32 %10 = fexp2 %9
32 %11 = deref_var &uColor (uniform vec4)
32x4 %12 = @load_deref (%11) (access=0)
32 %13 = fmul %10, %12.x
32 %14 = fmul %10, %12.y
32 %15 = fmul %10, %12.z
32 %16 = fmul %10, %12.w
32x4 %17 = vec4 %13, %14, %15, %16
32 %18 = deref_var &fragColor (shader_out vec4)
@store_deref (%18, %17) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aPosition)
(declare (shader_in lowp ) vec4 aColor)
(declare (shader_in highp ) vec2 aTexCoord)
(declare (shader_in lowp ) float aNumLights)
(declare (shader_in highp ) vec4 aModify)
(declare (shader_in highp ) vec2 aBaryCoords)
(declare (uniform highp ) int uTexturePersp)
(declare (uniform lowp ) int uTextureFilterMode)
(declare (uniform lowp ) int uFogUsage)
(declare (uniform mediump ) vec2 uFogScale)
(declare (uniform mediump ) vec2 uScreenCoordsScale)
(declare (uniform mediump ) vec2 uTexScale)
(declare (uniform mediump ) (array vec2 2) uTexOffset)
(declare (uniform mediump ) (array vec2 2) uCacheScale)
(declare (uniform mediump ) (array vec2 2) uCacheOffset)
(declare (uniform mediump ) (array vec2 2) uCacheShiftScale)
(declare (uniform mediump ) vec2 uVTrans)
(declare (uniform mediump ) vec2 uVScale)
(declare (uniform mediump ) vec2 uAdjustTrans)
(declare (uniform mediump ) vec2 uAdjustScale)
(declare (uniform lowp ) ivec2 uCacheFrameBuffer)
(declare (shader_out highp ) vec2 vTexCoord0)
(declare (shader_out highp ) vec2 vTexCoord1)
(declare (shader_out mediump ) vec2 vLodTexCoord)
(declare (shader_out lowp ) float vNumLights)
(declare (shader_out lowp ) vec4 vShadeColor)
(declare (shader_out highp ) vec4 vBaryCoords)
(declare (shader_out noperspectivelowp ) vec4 vShadeColorNoperspective)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function calcTexCoord
(signature vec2
(parameters
(declare (in highp ) vec2 texCoord)
(declare (in highp ) int idx)
)
(
(declare (highp ) vec2 texCoordOut)
(declare (temporary ) vec2 assignment_tmp)
(assign (xy) (var_ref texCoordOut) (expression vec2 * (var_ref texCoord) (array_ref (var_ref uCacheShiftScale) (var_ref idx) ) ) )
(assign (xy) (var_ref texCoordOut) (expression vec2 - (var_ref texCoordOut) (array_ref (var_ref uTexOffset) (var_ref idx) ) ) )
(assign (xy) (var_ref texCoordOut) (expression vec2 + (var_ref texCoordOut) (array_ref (var_ref uCacheOffset) (var_ref idx) ) ) )
(if (expression bool && (expression bool any_nequal (var_ref uTextureFilterMode) (constant int (0)) ) (expression bool any_nequal (array_ref (var_ref uCacheFrameBuffer) (var_ref idx) ) (constant int (0)) ) ) (
(assign (xy) (var_ref texCoordOut) (expression vec2 - (var_ref texCoordOut) (constant vec2 (0.000000 1.000000)) ) )
)
())
(return (expression vec2 * (var_ref texCoordOut) (array_ref (var_ref uCacheScale) (var_ref idx) ) ) )
))
)
( function main
(signature void
(parameters
)
(
(declare (highp ) vec2 texCoord)
(assign (xyzw) (var_ref gl_Position) (var_ref aPosition) )
(assign (xyzw) (var_ref vShadeColor) (var_ref aColor) )
(declare (temporary ) vec2 assignment_tmp)
(assign (xy) (var_ref texCoord) (var_ref aTexCoord) )
(assign (xy) (var_ref texCoord) (expression vec2 * (var_ref texCoord) (var_ref uTexScale) ) )
(if (expression bool && (expression bool all_equal (var_ref uTexturePersp) (constant int (0)) ) (expression bool all_equal (array_ref (var_ref aModify) (constant int (2)) ) (constant float (0.000000)) ) ) (
(assign (xy) (var_ref texCoord) (expression vec2 * (var_ref texCoord) (constant float (0.500000)) ) )
)
())
(declare (temporary mediump ) vec2 calcTexCoord_retval)
(call calcTexCoord (var_ref calcTexCoord_retval) ((var_ref texCoord) (constant int (0)) ))
(assign (xy) (var_ref vTexCoord0) (var_ref calcTexCoord_retval) )
(declare (temporary mediump ) vec2 calcTexCoord_retval@2)
(call calcTexCoord (var_ref calcTexCoord_retval@2) ((var_ref texCoord) (constant int (1)) ))
(assign (xy) (var_ref vTexCoord1) (var_ref calcTexCoord_retval@2) )
(assign (xy) (var_ref vLodTexCoord) (var_ref texCoord) )
(assign (x) (var_ref vNumLights) (var_ref aNumLights) )
(if (expression bool any_nequal (array_ref (var_ref aModify) (constant int (0)) ) (constant float (0.000000)) ) (
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 * (swiz xy (var_ref gl_Position) )(swiz w (var_ref gl_Position) )) )))
)
(
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (expression vec2 * (swiz xy (var_ref gl_Position) )(swiz xy (var_ref uVScale) )) (expression vec2 * (swiz xy (var_ref uVTrans) )(swiz ww (var_ref gl_Position) )) ) )))
(declare (temporary ) vec2 floor_retval)
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 * (expression vec2 floor (expression vec2 * (swiz xy (var_ref gl_Position) )(constant vec2 (4.000000 4.000000)) ) ) (constant vec2 (0.250000 0.250000)) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (expression vec2 * (swiz xy (var_ref gl_Position) )(var_ref uAdjustScale) ) (expression vec2 * (swiz ww (var_ref gl_Position) )(var_ref uAdjustTrans) ) ) )))
))
(if (expression bool any_nequal (array_ref (var_ref aModify) (constant int (1)) ) (constant float (0.000000)) ) (
(assign (z) (var_ref gl_Position) (swiz z (swiz xxxx (expression float * (swiz z (var_ref gl_Position) )(swiz w (var_ref gl_Position) )) )))
)
())
(if (expression bool any_nequal (array_ref (var_ref aModify) (constant int (3)) ) (constant float (0.000000)) ) (
(assign (x) (var_ref vNumLights) (constant float (0.000000)) )
)
())
(if (expression bool < (constant int (0)) (var_ref uFogUsage) ) (
(declare (lowp ) float fp)
(if (expression bool && (expression bool < (swiz z (var_ref aPosition) )(expression float neg (swiz w (var_ref aPosition) )) ) (expression bool all_equal (array_ref (var_ref aModify) (constant int (1)) ) (constant float (0.000000)) ) ) (
(assign (x) (var_ref fp) (expression float + (expression float neg (swiz x (var_ref uFogScale) )) (swiz y (var_ref uFogScale) )) )
)
(
(assign (x) (var_ref fp) (expression float + (expression float * (expression float / (swiz z (var_ref aPosition) )(swiz w (var_ref aPosition) )) (swiz x (var_ref uFogScale) )) (swiz y (var_ref uFogScale) )) )
))
(declare (temporary ) float clamp_retval)
(assign (x) (var_ref fp) (expression float sat (var_ref fp) ) )
(if (expression bool all_equal (var_ref uFogUsage) (constant int (1)) ) (
(assign (w) (var_ref vShadeColor) (swiz w (swiz xxxx (var_ref fp) )))
)
(
(assign (xyz) (var_ref vShadeColor) (swiz xyz (swiz xyzx (swiz xxx (var_ref fp) ))))
))
)
())
(declare (temporary ) vec4 vec_ctor)
(assign (w) (var_ref vec_ctor) (constant float (0.500000)) )
(assign (xy) (var_ref vec_ctor) (swiz xy (var_ref aBaryCoords) ))
(assign (z) (var_ref vec_ctor) (swiz x (expression float - (expression float - (constant float (1.000000)) (swiz x (var_ref aBaryCoords) )) (swiz y (var_ref aBaryCoords) )) ))
(assign (xyzw) (var_ref vBaryCoords) (var_ref vec_ctor) )
(assign (xyzw) (var_ref vShadeColorNoperspective) (var_ref vShadeColor) )
(assign (x) (var_ref vZCoord) (expression float / (swiz z (var_ref gl_Position) )(swiz w (var_ref gl_Position) )) )
(if (expression bool < (constant int (0)) (var_ref uClampMode) ) (
(assign (z) (var_ref gl_Position) (swiz z (swiz xxxx (constant float (0.000000)) )))
)
())
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (swiz xy (var_ref gl_Position) )(expression vec2 * (var_ref uVertexOffset) (swiz xx (swiz w (var_ref gl_Position) ))) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 - (swiz xy (var_ref gl_Position) )(expression vec2 * (constant vec2 (320.000000 320.000000)) (swiz ww (var_ref gl_Position) )) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 / (swiz xy (var_ref gl_Position) )(constant vec2 (320.000000 320.000000)) ) )))
))
)
)
GLSL shader program 5 failed to link
GLSL shader program 5 info log:
error: linking with uncompiled/unspecialized shader
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_in highp ) vec2 aTexCoord1)
(declare (shader_in highp ) vec2 aBaryCoords)
(declare (shader_out highp ) vec2 vTexCoord0)
(declare (shader_out highp ) vec2 vTexCoord1)
(declare (shader_out lowp ) vec4 vShadeColor)
(declare (shader_out highp ) vec4 vBaryCoords)
(declare (shader_out noperspectivelowp ) vec4 vShadeColorNoperspective)
(declare (uniform lowp ) vec4 uRectColor)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xyzw) (var_ref vShadeColor) (var_ref uRectColor) )
(assign (xyzw) (var_ref vShadeColorNoperspective) (var_ref uRectColor) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
(assign (xy) (var_ref vTexCoord1) (var_ref aTexCoord1) )
(declare (temporary ) vec4 vec_ctor)
(assign (xy) (var_ref vec_ctor) (swiz xy (var_ref aBaryCoords) ))
(assign (zw) (var_ref vec_ctor) (swiz xy (expression vec2 - (constant vec2 (1.000000 1.000000)) (var_ref aBaryCoords) ) ))
(assign (xyzw) (var_ref vBaryCoords) (var_ref vec_ctor) )
(assign (x) (var_ref vZCoord) (expression float / (swiz z (var_ref gl_Position) )(swiz w (var_ref gl_Position) )) )
(if (expression bool < (constant int (0)) (var_ref uClampMode) ) (
(assign (z) (var_ref gl_Position) (swiz z (swiz xxxx (constant float (0.000000)) )))
)
())
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (swiz xy (var_ref gl_Position) )(expression vec2 * (var_ref uVertexOffset) (swiz xx (swiz w (var_ref gl_Position) ))) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 - (swiz xy (var_ref gl_Position) )(expression vec2 * (constant vec2 (320.000000 320.000000)) (swiz ww (var_ref gl_Position) )) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 / (swiz xy (var_ref gl_Position) )(constant vec2 (320.000000 320.000000)) ) )))
))
)
)
GLSL shader program 8 failed to link
GLSL shader program 8 info log:
error: linking with uncompiled/unspecialized shader
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aBaryCoords)
(declare (shader_out lowp ) vec4 vShadeColor)
(declare (shader_out highp ) vec4 vBaryCoords)
(declare (shader_out noperspectivelowp ) vec4 vShadeColorNoperspective)
(declare (uniform lowp ) vec4 uRectColor)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xyzw) (var_ref vShadeColor) (var_ref uRectColor) )
(assign (xyzw) (var_ref vShadeColorNoperspective) (var_ref uRectColor) )
(declare (temporary ) vec4 vec_ctor)
(assign (xy) (var_ref vec_ctor) (swiz xy (var_ref aBaryCoords) ))
(assign (zw) (var_ref vec_ctor) (swiz xy (expression vec2 - (constant vec2 (1.000000 1.000000)) (var_ref aBaryCoords) ) ))
(assign (xyzw) (var_ref vBaryCoords) (var_ref vec_ctor) )
(assign (x) (var_ref vZCoord) (expression float / (swiz z (var_ref gl_Position) )(swiz w (var_ref gl_Position) )) )
(if (expression bool < (constant int (0)) (var_ref uClampMode) ) (
(assign (z) (var_ref gl_Position) (swiz z (swiz xxxx (constant float (0.000000)) )))
)
())
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (swiz xy (var_ref gl_Position) )(expression vec2 * (var_ref uVertexOffset) (swiz xx (swiz w (var_ref gl_Position) ))) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 - (swiz xy (var_ref gl_Position) )(expression vec2 * (constant vec2 (320.000000 320.000000)) (swiz ww (var_ref gl_Position) )) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 / (swiz xy (var_ref gl_Position) )(constant vec2 (320.000000 320.000000)) ) )))
))
)
)
GLSL shader program 11 failed to link
GLSL shader program 11 info log:
error: linking with uncompiled/unspecialized shader
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (swiz xy (var_ref gl_Position) )(expression vec2 * (var_ref uVertexOffset) (swiz xx (swiz w (var_ref gl_Position) ))) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 - (swiz xy (var_ref gl_Position) )(expression vec2 * (constant vec2 (320.000000 320.000000)) (swiz ww (var_ref gl_Position) )) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 / (swiz xy (var_ref gl_Position) )(constant vec2 (320.000000 320.000000)) ) )))
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (uniform lowp ) usampler2D uZlutImage)
(declare (uniform lowp ) usampler2D uTlutImage)
(declare (uniform lowp ) sampler2D uDepthImage)
(declare (uniform lowp ) vec4 uFogColor)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function get_alpha
(signature float
(parameters
)
(
(declare (highp ) uint iAlpha)
(declare (highp ) int index)
(declare (highp ) float n64z)
(declare (highp ) uint iN64z)
(declare (mediump ) int x0)
(declare (mediump ) int y0)
(declare (highp ) int iZ)
(declare (highp ) float bufZ)
(declare (mediump ) ivec2 coord)
(declare (temporary ) ivec2 vec_ctor)
(declare (temporary ) ivec2 assignment_tmp)
(declare (temporary ) vec4 texelFetch_retval)
(declare (temporary ) float assignment_tmp@3)
(assign (x) (var_ref bufZ) (swiz x (txf vec4 (var_ref uDepthImage) (swiz xy (expression ivec2 f2i (swiz xy (var_ref gl_FragCoord) )) ) 0 0 (constant int (0)) )))
(declare (temporary ) int conditional_tmp)
(if (expression bool < (constant float (0.999000)) (var_ref bufZ) ) (
(assign (x) (var_ref conditional_tmp) (constant int (262143)) )
)
(
(declare (temporary ) float floor_retval)
(assign (x) (var_ref conditional_tmp) (expression int f2i (expression float floor (expression float * (var_ref bufZ) (constant float (262143.000000)) ) ) ) )
))
(declare (temporary ) int assignment_tmp@4)
(assign (x) (var_ref iZ) (var_ref conditional_tmp) )
(declare (temporary ) int clamp_retval)
(declare (temporary ) int assignment_tmp@5)
(assign (x) (var_ref y0) (expression int min (expression int max (expression int / (var_ref iZ) (constant int (512)) ) (constant int (0)) ) (constant int (511)) ) )
(declare (temporary ) int assignment_tmp@6)
(declare (temporary ) ivec2 vec_ctor@7)
(assign (x) (var_ref vec_ctor@7) (swiz x (expression int - (var_ref iZ) (expression int * (constant int (512)) (var_ref y0) ) ) ))
(assign (y) (var_ref vec_ctor@7) (swiz x (var_ref y0) ))
(declare (temporary ) uvec4 texelFetch_retval@8)
(declare (temporary ) uint assignment_tmp@9)
(declare (temporary ) float clamp_retval@10)
(declare (temporary ) float assignment_tmp@11)
(declare (temporary ) int min_retval)
(declare (temporary ) int assignment_tmp@12)
(declare (temporary ) ivec2 vec_ctor@13)
(assign (y) (var_ref vec_ctor@13) (constant int (0)) )
(assign (x) (var_ref vec_ctor@13) (swiz x (expression int min (constant int (255)) (expression int f2i (expression float * (expression float sat (expression float / (expression float u2f (swiz x (txf uvec4 (var_ref uZlutImage) (var_ref vec_ctor@7) 0 0 (constant int (0)) ))) (constant float (65532.000000)) ) ) (constant float (255.000000)) ) ) ) ))
(declare (temporary ) uvec4 texelFetch_retval@14)
(declare (temporary ) uint assignment_tmp@15)
(return (expression float / (expression float u2f (expression uint >> (swiz x (txf uvec4 (var_ref uTlutImage) (var_ref vec_ctor@13) 0 0 (constant int (0)) ))(constant int (8)) ) ) (constant float (255.000000)) ) )
))
)
( function main
(signature void
(parameters
)
(
(declare (temporary lowp ) float get_alpha_retval)
(call get_alpha (var_ref get_alpha_retval) ())
(declare (temporary ) vec4 vec_ctor)
(assign (xyz) (var_ref vec_ctor) (swiz xyz (swiz xyz (var_ref uFogColor) )))
(assign (w) (var_ref vec_ctor) (swiz x (var_ref get_alpha_retval) ))
(assign (xyzw) (var_ref fragColor) (var_ref vec_ctor) )
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 + (swiz xy (var_ref gl_Position) )(expression vec2 * (var_ref uVertexOffset) (swiz xx (swiz w (var_ref gl_Position) ))) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 - (swiz xy (var_ref gl_Position) )(expression vec2 * (constant vec2 (320.000000 320.000000)) (swiz ww (var_ref gl_Position) )) ) )))
(assign (xy) (var_ref gl_Position) (swiz xy (swiz xyxx (expression vec2 / (swiz xy (var_ref gl_Position) )(constant vec2 (320.000000 320.000000)) ) )))
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (uniform lowp ) usampler2D uZlutImage)
(declare (uniform lowp ) usampler2D uTlutImage)
(declare (uniform lowp ) sampler2D uDepthImage)
(declare (uniform lowp ) vec4 uFogColor)
(declare (shader_out lowp ) vec4 fragColor)
( function get_alpha
(signature float
(parameters
)
(
(declare (highp ) uint iAlpha)
(declare (highp ) int index)
(declare (highp ) float n64z)
(declare (highp ) uint iN64z)
(declare (mediump ) int x0)
(declare (mediump ) int y0)
(declare (highp ) int iZ)
(declare (highp ) float bufZ)
(declare (mediump ) ivec2 coord)
(declare (temporary ) ivec2 vec_ctor)
(declare (temporary ) ivec2 assignment_tmp)
(declare (temporary ) vec4 texelFetch_retval)
(declare (temporary ) float assignment_tmp@16)
(assign (x) (var_ref bufZ) (swiz x (txf vec4 (var_ref uDepthImage) (swiz xy (expression ivec2 f2i (swiz xy (var_ref gl_FragCoord) )) ) 0 0 (constant int (0)) )))
(declare (temporary ) int conditional_tmp)
(if (expression bool < (constant float (0.999000)) (var_ref bufZ) ) (
(assign (x) (var_ref conditional_tmp) (constant int (262143)) )
)
(
(declare (temporary ) float floor_retval)
(assign (x) (var_ref conditional_tmp) (expression int f2i (expression float floor (expression float * (var_ref bufZ) (constant float (262143.000000)) ) ) ) )
))
(declare (temporary ) int assignment_tmp@17)
(assign (x) (var_ref iZ) (var_ref conditional_tmp) )
(declare (temporary ) int clamp_retval)
(declare (temporary ) int assignment_tmp@18)
(assign (x) (var_ref y0) (expression int min (expression int max (expression int / (var_ref iZ) (constant int (512)) ) (constant int (0)) ) (constant int (511)) ) )
(declare (temporary ) int assignment_tmp@19)
(declare (temporary ) ivec2 vec_ctor@20)
(assign (x) (var_ref vec_ctor@20) (swiz x (expression int - (var_ref iZ) (expression int * (constant int (512)) (var_ref y0) ) ) ))
(assign (y) (var_ref vec_ctor@20) (swiz x (var_ref y0) ))
(declare (temporary ) uvec4 texelFetch_retval@21)
(declare (temporary ) uint assignment_tmp@22)
(declare (temporary ) float clamp_retval@23)
(declare (temporary ) float assignment_tmp@24)
(declare (temporary ) int min_retval)
(declare (temporary ) int assignment_tmp@25)
(declare (temporary ) ivec2 vec_ctor@26)
(assign (y) (var_ref vec_ctor@26) (constant int (0)) )
(assign (x) (var_ref vec_ctor@26) (swiz x (expression int min (constant int (255)) (expression int f2i (expression float * (expression float sat (expression float / (expression float u2f (swiz x (txf uvec4 (var_ref uZlutImage) (var_ref vec_ctor@20) 0 0 (constant int (0)) ))) (constant float (65532.000000)) ) ) (constant float (255.000000)) ) ) ) ))
(declare (temporary ) uvec4 texelFetch_retval@27)
(declare (temporary ) uint assignment_tmp@28)
(return (expression float / (expression float u2f (expression uint >> (swiz x (txf uvec4 (var_ref uTlutImage) (var_ref vec_ctor@26) 0 0 (constant int (0)) ))(constant int (8)) ) ) (constant float (255.000000)) ) )
))
)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary lowp ) float get_alpha_retval)
(call get_alpha (var_ref get_alpha_retval) ())
(declare (temporary ) vec4 vec_ctor)
(assign (xyz) (var_ref vec_ctor) (swiz xyz (swiz xyz (var_ref uFogColor) )))
(assign (w) (var_ref vec_ctor) (swiz x (var_ref get_alpha_retval) ))
(assign (xyzw) (var_ref fragColor) (var_ref vec_ctor) )
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x03568bd2, 0x2ff4c036, 0xb705b339, 0x767d9be7, 0xc5f5f493}
name: GLSL15
internal: false
stage: 0
next_stage: 4
inputs_read: 20
outputs_written: 0
subgroup_size: 1
bit_sizes_float: 0x20
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 1
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp vec2 uVertexOffset (0, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = load_const (0x43a00000 = 320.000000)
32 %3 = deref_var &uVertexOffset (uniform vec2)
32x2 %4 = @load_deref (%3) (access=0)
32 %5 = fmul %4.x, %1.w
32 %6 = fmul %4.y, %1.w
32 %7 = fadd %1.x, %5
32 %8 = fadd %1.y, %6
32 %9 = fmul %2 (320.000000), %1.w
32 %10 = fneg %9
32 %11 = fadd %7, %10
32 %12 = fadd %8, %10
32 %13 = load_const (0x3b4ccccd = 0.003125)
32 %14 = fmul %11, %13 (0.003125)
32 %15 = fmul %12, %13 (0.003125)
32 %16 = deref_var &gl_Position (shader_out vec4)
32x4 %17 = vec4 %14, %15, %1.z, %1.w
@store_deref (%16, %17) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x92452082, 0x916bbfc3, 0xe7287d47, 0x0e3ce209, 0x34443121}
name: GLSL15
internal: false
stage: 4
next_stage: 4
num_textures: 3
inputs_read: 0
outputs_written: 4
subgroup_size: 1
bit_sizes_float: 0x20
bit_sizes_int: 0x21
flrp_lowered: true
inputs: 0
outputs: 0
uniforms: 1
decl_var uniform INTERP_MODE_NONE lowp usampler2D uZlutImage (1, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp usampler2D uTlutImage (2, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp sampler2D uDepthImage (3, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp vec4 uFogColor (4, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec4 gl_FragCoord (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var uniform INTERP_MODE_NONE vec4 gl_FbWposYTransform (0, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &gl_FragCoord (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %56 = deref_var &gl_FbWposYTransform (uniform vec4)
32x4 %57 = @load_deref (%56) (access=0)
32 %58 = mov %1.y
32 %59 = mov %57.x
32 %60 = fmul %58, %59
32 %61 = mov %57.y
32 %62 = fadd %60, %61
32 %63 = mov %1.x
32 %64 = mov %1.z
32 %65 = mov %1.w
32x4 %66 = vec4 %63, %62, %64, %65
32 %2 = load_const (0x00000000 = 0.000000)
32 %3 = load_const (0x3f7fbe77 = 0.999000)
32 %4 = load_const (0x0003ffff = 262143)
32 %5 = load_const (0x487fffc0 = 262143.000000)
32 %6 = load_const (0x000001ff = 511)
32 %7 = load_const (0x000000ff = 255)
32 %8 = load_const (0x437f0000 = 255.000000)
32 %9 = load_const (0x00000008)
32 %10 = deref_var &uDepthImage (uniform sampler2D)
32 %11 = f2i32 %66.x
32 %12 = f2i32 %66.y
32x2 %13 = vec2 %11, %12
32x4 %14 = (float32)txf %10 (texture_deref), %10 (sampler_deref), %13 (coord), %2 (0x0) (lod)
1 %15 = flt %3 (0.999000), %14.x
32 %16 = fmul %14.x, %5 (262143.000000)
32 %17 = ffloor %16
32 %18 = f2i32 %17
32 %19 = bcsel %15, %4 (0x3ffff), %18
32 %20 = load_const (0xffffffff = -1 = 4294967295)
32 %21 = imax %19, %20 (0xffffffff)
32 %22 = load_const (0x00000001)
32 %23 = imin %21, %22 (0x1)
32 %24 = iabs %19
32 %25 = load_const (0x00000009)
32 %26 = ushr %24, %25 (0x9)
32 %27 = imul %23, %26
32 %28 = imax %27, %2 (0x0)
32 %29 = imin %28, %6 (0x1ff)
32 %30 = ishl %29, %25 (0x9)
32 %31 = ineg %30
32 %32 = iadd %19, %31
32 %33 = deref_var &uZlutImage (uniform usampler2D)
32x2 %34 = vec2 %32, %29
32x4 %35 = (uint32)txf %33 (texture_deref), %33 (sampler_deref), %34 (coord), %2 (0x0) (lod)
32 %36 = u2f32 %35.x
32 %37 = load_const (0x37800200 = 0.000015)
32 %38 = fmul %36, %37 (0.000015)
32 %39 = fmax %38, %2 (0.000000)
32 %40 = load_const (0x3f800000 = 1.000000)
32 %41 = fmin %39, %40 (1.000000)
32 %42 = fmul %41, %8 (255.000000)
32 %43 = f2i32 %42
32 %44 = imin %7 (0xff), %43
32 %45 = deref_var &uTlutImage (uniform usampler2D)
32x2 %46 = vec2 %44, %2 (0x0)
32x4 %47 = (uint32)txf %45 (texture_deref), %45 (sampler_deref), %46 (coord), %2 (0x0) (lod)
32 %48 = ushr %47.x, %9 (0x8)
32 %49 = u2f32 %48
32 %50 = load_const (0x3b808081 = 0.003922)
32 %51 = fmul %49, %50 (0.003922)
32 %52 = deref_var &uFogColor (uniform vec4)
32x4 %53 = @load_deref (%52) (access=0)
32x4 %54 = vec4 %53.x, %53.y, %53.z, %51
32 %55 = deref_var &fragColor (shader_out vec4)
@store_deref (%55, %54) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL18
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x8cf30bd7, 0x70bd1d79, 0x16bc7465, 0x7ccf8e45, 0x983a830b}
name: GLSL18
internal: false
stage: 4
next_stage: 4
num_textures: 1
inputs_read: 32
outputs_written: 4
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = deref_var &uTex0 (uniform sampler2D)
32x4 %6 = (float32)tex %5 (texture_deref), %5 (sampler_deref), %4 (coord)
32 %7 = deref_var &fragColor (shader_out vec4)
@store_deref (%7, %6) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=0 shader_out highp ) float gl_FragDepth)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) sampler2D uTex1)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(declare (temporary ) vec4 texture_retval@29)
(assign (x) (var_ref gl_FragDepth) (swiz x (tex vec4 (var_ref uTex1) (var_ref vTexCoord0) 0 0 1 () () )))
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=0 shader_out highp ) float gl_FragDepth)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) sampler2D uTex1)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(declare (temporary ) vec4 texture_retval@30)
(assign (x) (var_ref gl_FragDepth) (swiz x (tex vec4 (var_ref uTex1) (var_ref vTexCoord0) 0 0 1 () () )))
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL21
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x705753d5, 0x080bd81d, 0xd6ad90cb, 0xc5f0c97b, 0xb9dfcd34}
name: GLSL21
internal: false
stage: 4
next_stage: 4
num_textures: 2
inputs_read: 32
outputs_written: 0,4
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex1 (1, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp float gl_FragDepth (FRAG_RESULT_DEPTH.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = deref_var &uTex0 (uniform sampler2D)
32x4 %6 = (float32)tex %5 (texture_deref), %5 (sampler_deref), %4 (coord)
32 %7 = deref_var &uTex1 (uniform sampler2D)
32x4 %8 = (float32)tex %7 (texture_deref), %7 (sampler_deref), %4 (coord)
32 %9 = mov %8.x
32 %10 = deref_var &gl_FragDepth (shader_out float)
@store_deref (%10, %9) (wrmask=x, access=0)
32 %11 = deref_var &fragColor (shader_out vec4)
@store_deref (%11, %6) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL24
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x8cf30bd7, 0x70bd1d79, 0x16bc7465, 0x7ccf8e45, 0x983a830b}
name: GLSL24
internal: false
stage: 4
next_stage: 4
num_textures: 1
inputs_read: 32
outputs_written: 4
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = deref_var &uTex0 (uniform sampler2D)
32x4 %6 = (float32)tex %5 (texture_deref), %5 (sampler_deref), %4 (coord)
32 %7 = deref_var &fragColor (shader_out vec4)
@store_deref (%7, %6) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=0 shader_out highp ) float gl_FragDepth)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) sampler2D uTex1)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(declare (temporary ) vec4 texture_retval@31)
(assign (x) (var_ref gl_FragDepth) (swiz x (tex vec4 (var_ref uTex1) (var_ref vTexCoord0) 0 0 1 () () )))
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=0 shader_out highp ) float gl_FragDepth)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) sampler2D uTex1)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(declare (temporary ) vec4 texture_retval@32)
(assign (x) (var_ref gl_FragDepth) (swiz x (tex vec4 (var_ref uTex1) (var_ref vTexCoord0) 0 0 1 () () )))
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL27
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x705753d5, 0x080bd81d, 0xd6ad90cb, 0xc5f0c97b, 0xb9dfcd34}
name: GLSL27
internal: false
stage: 4
next_stage: 4
num_textures: 2
inputs_read: 32
outputs_written: 0,4
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex1 (1, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp float gl_FragDepth (FRAG_RESULT_DEPTH.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = deref_var &uTex0 (uniform sampler2D)
32x4 %6 = (float32)tex %5 (texture_deref), %5 (sampler_deref), %4 (coord)
32 %7 = deref_var &uTex1 (uniform sampler2D)
32x4 %8 = (float32)tex %7 (texture_deref), %7 (sampler_deref), %4 (coord)
32 %9 = mov %8.x
32 %10 = deref_var &gl_FragDepth (shader_out float)
@store_deref (%10, %9) (wrmask=x, access=0)
32 %11 = deref_var &fragColor (shader_out vec4)
@store_deref (%11, %6) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) int assignment_tmp)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) float uGammaCorrectionLevel)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
( function main
(signature void
(parameters
)
(
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(declare (temporary ) vec3 pow_retval)
(assign (xyz) (var_ref fragColor) (swiz xyz (swiz xyzx (expression vec3 pow (swiz xyz (var_ref fragColor) )(swiz xxx (expression float / (constant float (1.000000)) (var_ref uGammaCorrectionLevel) ) )) )))
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) float uGammaCorrectionLevel)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) int assignment_tmp)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(declare (temporary ) vec4 texture_retval)
(assign (xyzw) (var_ref fragColor) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(declare (temporary ) vec3 pow_retval)
(assign (xyz) (var_ref fragColor) (swiz xyz (swiz xyzx (expression vec3 pow (swiz xyz (var_ref fragColor) )(swiz xxx (expression float / (constant float (1.000000)) (var_ref uGammaCorrectionLevel) ) )) )))
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL30
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0xf47d41be, 0xaab3065b, 0xe79ac8d7, 0x6185f6b4, 0xe7b1b7e6}
name: GLSL30
internal: false
stage: 4
next_stage: 4
num_textures: 1
inputs_read: 32
outputs_written: 4
subgroup_size: 1
bit_sizes_float: 0x20
bit_sizes_int: 0x20
flrp_lowered: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp float uGammaCorrectionLevel (1, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = deref_var &uTex0 (uniform sampler2D)
32x4 %6 = (float32)tex %5 (texture_deref), %5 (sampler_deref), %4 (coord)
32 %7 = deref_var &uGammaCorrectionLevel (uniform float)
32 %8 = @load_deref (%7) (access=0)
32 %9 = frcp %8
32 %10 = flog2 %6.x
32 %11 = fmul %10, %9
32 %12 = fexp2 %11
32 %13 = flog2 %6.y
32 %14 = fmul %13, %9
32 %15 = fexp2 %14
32 %16 = flog2 %6.z
32 %17 = fmul %16, %9
32 %18 = fexp2 %17
32 %19 = deref_var &fragColor (shader_out vec4)
32x4 %20 = vec4 %12, %15, %18, %6.w
@store_deref (%19, %20) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) vec4 assignment_tmp)
(declare (temporary ) int assignment_tmp)
(declare (location=0 shader_out highp ) float gl_FragDepth)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) int uEnableAlphaTest)
(declare (uniform highp ) float uPrimDepth)
(declare (lowp ) vec4 uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(assign (xyzw) (var_ref uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000)) )
( function main
(signature void
(parameters
)
(
(declare (lowp ) vec4 pInterp_q1)
(declare (lowp ) vec4 pInterp_q0)
(declare (mediump ) vec2 interpolationFactor)
(declare (lowp ) vec4 p1q1)
(declare (lowp ) vec4 p0q1)
(declare (lowp ) vec4 p1q0)
(declare (lowp ) vec4 p0q0)
(declare (mediump ) vec2 offset)
(declare (mediump ) vec2 texSize)
(declare (lowp ) vec4 c)
(declare (temporary ) vec4 texture_retval)
(declare (temporary ) vec4 assignment_tmp)
(assign (xyzw) (var_ref c) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(if (expression bool all_equal (var_ref c) (var_ref uTestColor) ) (
(discard )
)
())
(if (expression bool && (expression bool all_equal (var_ref uEnableAlphaTest) (constant int (1)) ) (expression bool ! (expression bool < (constant float (0.000000)) (swiz w (var_ref c) )) ) ) (
(discard )
)
())
(declare (temporary highp ) ivec2 textureSize_retval)
(declare (temporary ) vec2 vec_ctor)
(declare (temporary ) vec2 assignment_tmp@33)
(assign (xy) (var_ref texSize) (swiz xy (expression vec2 i2f (txs ivec2 (var_ref uTex0) (constant int (0)) )) ))
(declare (temporary ) vec2 fract_retval)
(declare (temporary ) vec2 assignment_tmp@34)
(assign (xy) (var_ref offset) (expression vec2 fract (expression vec2 - (expression vec2 * (var_ref vTexCoord0) (var_ref texSize) ) (constant vec2 (0.500000 0.500000)) ) ) )
(declare (temporary ) float step_retval)
(declare (temporary ) float compiler_temp)
(assign (xy) (var_ref offset) (expression vec2 - (var_ref offset) (expression float b2f (expression bool >= (expression float + (swiz x (var_ref offset) )(swiz y (var_ref offset) )) (constant float (1.000000)) ) ) ) )
(declare (temporary ) vec4 assignment_tmp@35)
(assign (xyzw) (var_ref assignment_tmp@35) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) )
(declare (temporary ) vec4 texture_retval@36)
(declare (temporary ) vec4 assignment_tmp@37)
(assign (xyzw) (var_ref p0q0) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref offset) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval)
(declare (temporary ) vec4 vec_ctor@38)
(declare (temporary ) bvec4 notEqual_retval)
(declare (temporary ) vec4 vec_ctor@39)
(assign (xyzw) (var_ref p0q0) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p0q0) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p0q0) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p0q0) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) float sign_retval)
(declare (temporary ) vec2 vec_ctor@40)
(assign (x) (var_ref vec_ctor@40) (swiz x (expression float - (swiz x (var_ref offset) )(expression float sign (swiz x (var_ref offset) )) ) ))
(assign (y) (var_ref vec_ctor@40) (swiz x (swiz y (var_ref offset) )))
(declare (temporary ) vec4 texture_retval@41)
(declare (temporary ) vec4 assignment_tmp@42)
(assign (xyzw) (var_ref p1q0) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref vec_ctor@40) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval@43)
(declare (temporary ) vec4 vec_ctor@44)
(declare (temporary ) bvec4 notEqual_retval@45)
(declare (temporary ) vec4 vec_ctor@46)
(assign (xyzw) (var_ref p1q0) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p1q0) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p1q0) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p1q0) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) float sign_retval@47)
(declare (temporary ) vec2 vec_ctor@48)
(assign (x) (var_ref vec_ctor@48) (swiz x (swiz x (var_ref offset) )))
(assign (y) (var_ref vec_ctor@48) (swiz x (expression float - (swiz y (var_ref offset) )(expression float sign (swiz y (var_ref offset) )) ) ))
(declare (temporary ) vec4 texture_retval@49)
(declare (temporary ) vec4 assignment_tmp@50)
(assign (xyzw) (var_ref p0q1) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref vec_ctor@48) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval@51)
(declare (temporary ) vec4 vec_ctor@52)
(declare (temporary ) bvec4 notEqual_retval@53)
(declare (temporary ) vec4 vec_ctor@54)
(assign (xyzw) (var_ref p0q1) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p0q1) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p0q1) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p0q1) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) float sign_retval@55)
(declare (temporary ) float sign_retval@56)
(declare (temporary ) vec2 vec_ctor@57)
(assign (x) (var_ref vec_ctor@57) (swiz x (expression float - (swiz x (var_ref offset) )(expression float sign (swiz x (var_ref offset) )) ) ))
(assign (y) (var_ref vec_ctor@57) (swiz x (expression float - (swiz y (var_ref offset) )(expression float sign (swiz y (var_ref offset) )) ) ))
(declare (temporary ) vec4 texture_retval@58)
(declare (temporary ) vec4 assignment_tmp@59)
(assign (xyzw) (var_ref p1q1) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref vec_ctor@57) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval@60)
(declare (temporary ) vec4 vec_ctor@61)
(declare (temporary ) bvec4 notEqual_retval@62)
(declare (temporary ) vec4 vec_ctor@63)
(assign (xyzw) (var_ref p1q1) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p1q1) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p1q1) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p1q1) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) vec2 abs_retval)
(declare (temporary ) vec2 assignment_tmp@64)
(assign (xy) (var_ref interpolationFactor) (expression vec2 abs (var_ref offset) ) )
(declare (temporary ) vec4 mix_retval)
(declare (temporary ) vec4 assignment_tmp@65)
(declare (temporary ) vec4 mix_retval@66)
(declare (temporary ) vec4 assignment_tmp@67)
(declare (temporary ) vec4 mix_retval@68)
(assign (xyzw) (var_ref fragColor) (expression vec4 lrp (expression vec4 lrp (var_ref p0q0) (var_ref p1q0) (swiz x (var_ref interpolationFactor) )) (expression vec4 lrp (var_ref p0q1) (var_ref p1q1) (swiz x (var_ref interpolationFactor) )) (swiz y (var_ref interpolationFactor) )) )
(assign (x) (var_ref gl_FragDepth) (var_ref uPrimDepth) )
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=0 shader_out highp ) float gl_FragDepth)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (uniform lowp ) sampler2D uTex0)
(declare (uniform lowp ) int uEnableAlphaTest)
(declare (uniform highp ) float uPrimDepth)
(declare (lowp ) vec4 uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000))
(declare (shader_in mediump ) vec2 vTexCoord0)
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) vec4 assignment_tmp)
(declare (temporary ) int assignment_tmp@69)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(assign (xyzw) (var_ref uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000)) )
(declare (lowp ) vec4 pInterp_q1)
(declare (lowp ) vec4 pInterp_q0)
(declare (mediump ) vec2 interpolationFactor)
(declare (lowp ) vec4 p1q1)
(declare (lowp ) vec4 p0q1)
(declare (lowp ) vec4 p1q0)
(declare (lowp ) vec4 p0q0)
(declare (mediump ) vec2 offset)
(declare (mediump ) vec2 texSize)
(declare (lowp ) vec4 c)
(declare (temporary ) vec4 texture_retval)
(declare (temporary ) vec4 assignment_tmp@70)
(assign (xyzw) (var_ref c) (tex vec4 (var_ref uTex0) (var_ref vTexCoord0) 0 0 1 () () ))
(if (expression bool all_equal (var_ref c) (var_ref uTestColor) ) (
(assign (x) (var_ref discarded) (constant bool (1)) )
(discard )
)
())
(if (expression bool && (expression bool all_equal (var_ref uEnableAlphaTest) (constant int (1)) ) (expression bool ! (expression bool < (constant float (0.000000)) (swiz w (var_ref c) )) ) ) (
(assign (x) (var_ref discarded) (constant bool (1)) )
(discard )
)
())
(declare (temporary highp ) ivec2 textureSize_retval)
(declare (temporary ) vec2 vec_ctor)
(declare (temporary ) vec2 assignment_tmp@71)
(assign (xy) (var_ref texSize) (swiz xy (expression vec2 i2f (txs ivec2 (var_ref uTex0) (constant int (0)) )) ))
(declare (temporary ) vec2 fract_retval)
(declare (temporary ) vec2 assignment_tmp@72)
(assign (xy) (var_ref offset) (expression vec2 fract (expression vec2 - (expression vec2 * (var_ref vTexCoord0) (var_ref texSize) ) (constant vec2 (0.500000 0.500000)) ) ) )
(declare (temporary ) float step_retval)
(declare (temporary ) float compiler_temp)
(assign (xy) (var_ref offset) (expression vec2 - (var_ref offset) (expression float b2f (expression bool >= (expression float + (swiz x (var_ref offset) )(swiz y (var_ref offset) )) (constant float (1.000000)) ) ) ) )
(declare (temporary ) vec4 assignment_tmp@73)
(assign (xyzw) (var_ref assignment_tmp@73) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) )
(declare (temporary ) vec4 texture_retval@74)
(declare (temporary ) vec4 assignment_tmp@75)
(assign (xyzw) (var_ref p0q0) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref offset) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval)
(declare (temporary ) vec4 vec_ctor@76)
(declare (temporary ) bvec4 notEqual_retval)
(declare (temporary ) vec4 vec_ctor@77)
(assign (xyzw) (var_ref p0q0) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p0q0) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p0q0) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p0q0) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) float sign_retval)
(declare (temporary ) vec2 vec_ctor@78)
(assign (x) (var_ref vec_ctor@78) (swiz x (expression float - (swiz x (var_ref offset) )(expression float sign (swiz x (var_ref offset) )) ) ))
(assign (y) (var_ref vec_ctor@78) (swiz x (swiz y (var_ref offset) )))
(declare (temporary ) vec4 texture_retval@79)
(declare (temporary ) vec4 assignment_tmp@80)
(assign (xyzw) (var_ref p1q0) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref vec_ctor@78) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval@81)
(declare (temporary ) vec4 vec_ctor@82)
(declare (temporary ) bvec4 notEqual_retval@83)
(declare (temporary ) vec4 vec_ctor@84)
(assign (xyzw) (var_ref p1q0) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p1q0) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p1q0) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p1q0) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) float sign_retval@85)
(declare (temporary ) vec2 vec_ctor@86)
(assign (x) (var_ref vec_ctor@86) (swiz x (swiz x (var_ref offset) )))
(assign (y) (var_ref vec_ctor@86) (swiz x (expression float - (swiz y (var_ref offset) )(expression float sign (swiz y (var_ref offset) )) ) ))
(declare (temporary ) vec4 texture_retval@87)
(declare (temporary ) vec4 assignment_tmp@88)
(assign (xyzw) (var_ref p0q1) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref vec_ctor@86) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval@89)
(declare (temporary ) vec4 vec_ctor@90)
(declare (temporary ) bvec4 notEqual_retval@91)
(declare (temporary ) vec4 vec_ctor@92)
(assign (xyzw) (var_ref p0q1) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p0q1) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p0q1) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p0q1) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) float sign_retval@93)
(declare (temporary ) float sign_retval@94)
(declare (temporary ) vec2 vec_ctor@95)
(assign (x) (var_ref vec_ctor@95) (swiz x (expression float - (swiz x (var_ref offset) )(expression float sign (swiz x (var_ref offset) )) ) ))
(assign (y) (var_ref vec_ctor@95) (swiz x (expression float - (swiz y (var_ref offset) )(expression float sign (swiz y (var_ref offset) )) ) ))
(declare (temporary ) vec4 texture_retval@96)
(declare (temporary ) vec4 assignment_tmp@97)
(assign (xyzw) (var_ref p1q1) (tex vec4 (var_ref uTex0) (expression vec2 - (var_ref vTexCoord0) (expression vec2 / (var_ref vec_ctor@95) (var_ref texSize) ) ) 0 0 1 () () ))
(declare (temporary ) bvec4 equal_retval@98)
(declare (temporary ) vec4 vec_ctor@99)
(declare (temporary ) bvec4 notEqual_retval@100)
(declare (temporary ) vec4 vec_ctor@101)
(assign (xyzw) (var_ref p1q1) (expression vec4 + (expression vec4 * (var_ref c) (swiz xyzw (expression vec4 b2f (expression bvec4 == (var_ref p1q1) (var_ref uTestColor) ) ) )) (expression vec4 * (var_ref p1q1) (swiz xyzw (expression vec4 b2f (expression bvec4 != (var_ref p1q1) (var_ref uTestColor) ) ) )) ) )
(declare (temporary ) vec2 abs_retval)
(declare (temporary ) vec2 assignment_tmp@102)
(assign (xy) (var_ref interpolationFactor) (expression vec2 abs (var_ref offset) ) )
(declare (temporary ) vec4 mix_retval)
(declare (temporary ) vec4 assignment_tmp@103)
(declare (temporary ) vec4 mix_retval@104)
(declare (temporary ) vec4 assignment_tmp@105)
(declare (temporary ) vec4 mix_retval@106)
(assign (xyzw) (var_ref fragColor) (expression vec4 lrp (expression vec4 lrp (var_ref p0q0) (var_ref p1q0) (swiz x (var_ref interpolationFactor) )) (expression vec4 lrp (var_ref p0q1) (var_ref p1q1) (swiz x (var_ref interpolationFactor) )) (swiz y (var_ref interpolationFactor) )) )
(assign (x) (var_ref gl_FragDepth) (var_ref uPrimDepth) )
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL33
internal: false
stage: 0
next_stage: 4
inputs_read: 20-21
outputs_written: 0,32
subgroup_size: 1
bit_sizes_int: 0x20
flrp_lowered: true
inputs: 2
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE highp vec2 aTexCoord0 (VERT_ATTRIB_GENERIC6.xy, 1, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &aTexCoord0 (shader_in vec2)
32x2 %3 = @load_deref (%2) (access=0)
32 %4 = deref_var &gl_Position (shader_out vec4)
@store_deref (%4, %1) (wrmask=xyzw, access=0)
32 %5 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_out float)
32 %6 = mov %3.x
@store_deref (%5, %6) (wrmask=x, access=0)
32 %7 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_out float)
32 %8 = mov %3.y
@store_deref (%7, %8) (wrmask=x, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x8a283e27, 0xdfc7efab, 0x297f4560, 0xb11561bf, 0x9a27ea94}
name: GLSL33
internal: false
stage: 4
next_stage: 4
num_textures: 1
inputs_read: 32
outputs_written: 0,4
subgroup_size: 1
uses_resource_info_query: true
bit_sizes_float: 0x20
bit_sizes_int: 0x21
flrp_lowered: true
uses_discard: true
needs_quad_helper_invocations: true
inputs: 0
outputs: 0
uniforms: 0
decl_var uniform INTERP_MODE_NONE lowp sampler2D uTex0 (0, 0, 0)
decl_var uniform INTERP_MODE_NONE lowp int uEnableAlphaTest (1, 0, 0)
decl_var uniform INTERP_MODE_NONE highp float uPrimDepth (2, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp float gl_FragDepth (FRAG_RESULT_DEPTH.x, 0, 0)
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0 (VARYING_SLOT_VAR0.x, 0, 0)
decl_var shader_in INTERP_MODE_NONE mediump float packed:vTexCoord0,vTexCoord0#0 (VARYING_SLOT_VAR0.y, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &packed:vTexCoord0,vTexCoord0 (shader_in float)
32 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &packed:vTexCoord0,vTexCoord0#0 (shader_in float)
32 %3 = @load_deref (%2) (access=0)
32x2 %4 = vec2 %1, %3
32 %5 = load_const (0x3c808081 = 0.015686)
32 %6 = load_const (0x3c008081 = 0.007843)
32 %7 = load_const (0x3b808081 = 0.003922)
32 %8 = load_const (0x00000000 = 0.000000)
32 %9 = load_const (0x00000001)
32 %10 = load_const (0x3f800000 = 1.000000)
32 %11 = deref_var &uTex0 (uniform sampler2D)
32x4 %12 = (float32)tex %11 (texture_deref), %11 (sampler_deref), %4 (coord)
1 %13 = feq %12.w, %8 (0.000000)
1 %14 = feq %12.z, %7 (0.003922)
1 %15 = iand %13, %14
1 %16 = feq %12.y, %6 (0.007843)
1 %17 = iand %15, %16
1 %18 = feq %12.x, %5 (0.015686)
1 %19 = iand %17, %18
@discard_if (%19) ()
32 %20 = deref_var &uEnableAlphaTest (uniform int)
32 %21 = @load_deref (%20) (access=0)
1 %22 = ieq %21, %9 (0x1)
1 %23 = flt %8 (0.000000), %12.w
1 %24 = inot %23
1 %25 = iand %22, %24
@discard_if (%25) ()
32x2 %26 = (int32)txs %11 (texture_deref), %11 (sampler_deref), %8 (0x0) (lod)
32 %27 = i2f32 %26.x
32 %28 = i2f32 %26.y
32 %29 = fmul %1, %27
32 %30 = fmul %3, %28
32 %31 = load_const (0xbf000000 = -0.500000)
32 %32 = fadd %29, %31 (-0.500000)
32 %33 = fadd %30, %31 (-0.500000)
32 %34 = ffloor %32
32 %35 = fneg %34
32 %36 = fadd %32, %35
32 %37 = ffloor %33
32 %38 = fneg %37
32 %39 = fadd %33, %38
32 %40 = fadd %36, %39
1 %41 = fge %40, %10 (1.000000)
32 %42 = b2f32 %41
32 %43 = fneg %42
32 %44 = fadd %36, %43
32 %45 = fadd %39, %43
32 %46 = frcp %27
32 %47 = fmul %44, %46
32 %48 = frcp %28
32 %49 = fmul %45, %48
32 %50 = fneg %47
32 %51 = fadd %1, %50
32 %52 = fneg %49
32 %53 = fadd %3, %52
32x2 %54 = vec2 %51, %53
32x4 %55 = (float32)tex %11 (texture_deref), %11 (sampler_deref), %54 (coord)
1 %56 = feq %55.x, %5 (0.015686)
1 %57 = feq %55.y, %6 (0.007843)
1 %58 = feq %55.z, %7 (0.003922)
1 %59 = feq %55.w, %8 (0.000000)
32 %60 = b2f32 %56
32 %61 = b2f32 %57
32 %62 = b2f32 %58
32 %63 = b2f32 %59
32 %64 = fmul %12.x, %60
32 %65 = fmul %12.y, %61
32 %66 = fmul %12.z, %62
32 %67 = fmul %12.w, %63
1 %68 = fneu %55.x, %5 (0.015686)
1 %69 = fneu %55.y, %6 (0.007843)
1 %70 = fneu %55.z, %7 (0.003922)
1 %71 = fneu %55.w, %8 (0.000000)
32 %72 = b2f32 %68
32 %73 = b2f32 %69
32 %74 = b2f32 %70
32 %75 = b2f32 %71
32 %76 = fmul %55.x, %72
32 %77 = fmul %55.y, %73
32 %78 = fmul %55.z, %74
32 %79 = fmul %55.w, %75
32 %80 = fadd %64, %76
32 %81 = fadd %65, %77
32 %82 = fadd %66, %78
32 %83 = fadd %67, %79
32 %84 = fsign %44
32 %85 = fneg %84
32 %86 = fadd %44, %85
32 %87 = fmul %86, %46
32 %88 = fneg %87
32 %89 = fadd %1, %88
32x2 %90 = vec2 %89, %53
32x4 %91 = (float32)tex %11 (texture_deref), %11 (sampler_deref), %90 (coord)
1 %92 = feq %91.x, %5 (0.015686)
1 %93 = feq %91.y, %6 (0.007843)
1 %94 = feq %91.z, %7 (0.003922)
1 %95 = feq %91.w, %8 (0.000000)
32 %96 = b2f32 %92
32 %97 = b2f32 %93
32 %98 = b2f32 %94
32 %99 = b2f32 %95
32 %100 = fmul %12.x, %96
32 %101 = fmul %12.y, %97
32 %102 = fmul %12.z, %98
32 %103 = fmul %12.w, %99
1 %104 = fneu %91.x, %5 (0.015686)
1 %105 = fneu %91.y, %6 (0.007843)
1 %106 = fneu %91.z, %7 (0.003922)
1 %107 = fneu %91.w, %8 (0.000000)
32 %108 = b2f32 %104
32 %109 = b2f32 %105
32 %110 = b2f32 %106
32 %111 = b2f32 %107
32 %112 = fmul %91.x, %108
32 %113 = fmul %91.y, %109
32 %114 = fmul %91.z, %110
32 %115 = fmul %91.w, %111
32 %116 = fsign %45
32 %117 = fneg %116
32 %118 = fadd %45, %117
32 %119 = fmul %118, %48
32 %120 = fneg %119
32 %121 = fadd %3, %120
32x2 %122 = vec2 %51, %121
32x4 %123 = (float32)tex %11 (texture_deref), %11 (sampler_deref), %122 (coord)
1 %124 = feq %123.x, %5 (0.015686)
1 %125 = feq %123.y, %6 (0.007843)
1 %126 = feq %123.z, %7 (0.003922)
1 %127 = feq %123.w, %8 (0.000000)
32 %128 = b2f32 %124
32 %129 = b2f32 %125
32 %130 = b2f32 %126
32 %131 = b2f32 %127
32 %132 = fmul %12.x, %128
32 %133 = fmul %12.y, %129
32 %134 = fmul %12.z, %130
32 %135 = fmul %12.w, %131
1 %136 = fneu %123.x, %5 (0.015686)
1 %137 = fneu %123.y, %6 (0.007843)
1 %138 = fneu %123.z, %7 (0.003922)
1 %139 = fneu %123.w, %8 (0.000000)
32 %140 = b2f32 %136
32 %141 = b2f32 %137
32 %142 = b2f32 %138
32 %143 = b2f32 %139
32 %144 = fmul %123.x, %140
32 %145 = fmul %123.y, %141
32 %146 = fmul %123.z, %142
32 %147 = fmul %123.w, %143
32 %148 = fadd %132, %144
32 %149 = fadd %133, %145
32 %150 = fadd %134, %146
32 %151 = fadd %135, %147
32x2 %152 = vec2 %89, %121
32x4 %153 = (float32)tex %11 (texture_deref), %11 (sampler_deref), %152 (coord)
1 %154 = feq %153.x, %5 (0.015686)
1 %155 = feq %153.y, %6 (0.007843)
1 %156 = feq %153.z, %7 (0.003922)
1 %157 = feq %153.w, %8 (0.000000)
32 %158 = b2f32 %154
32 %159 = b2f32 %155
32 %160 = b2f32 %156
32 %161 = b2f32 %157
32 %162 = fmul %12.x, %158
32 %163 = fmul %12.y, %159
32 %164 = fmul %12.z, %160
32 %165 = fmul %12.w, %161
1 %166 = fneu %153.x, %5 (0.015686)
1 %167 = fneu %153.y, %6 (0.007843)
1 %168 = fneu %153.z, %7 (0.003922)
1 %169 = fneu %153.w, %8 (0.000000)
32 %170 = b2f32 %166
32 %171 = b2f32 %167
32 %172 = b2f32 %168
32 %173 = b2f32 %169
32 %174 = fmul %153.x, %170
32 %175 = fmul %153.y, %171
32 %176 = fmul %153.z, %172
32 %177 = fmul %153.w, %173
32 %178 = fabs %44
32 %179 = fabs %45
32 %180 = fneg %80
32 %181 = fadd %100, %180
32 %182 = fadd %181, %112
32 %183 = fmul %178, %182
32 %184 = fadd %80, %183
32 %185 = fneg %81
32 %186 = fadd %101, %185
32 %187 = fadd %186, %113
32 %188 = fmul %178, %187
32 %189 = fadd %81, %188
32 %190 = fneg %82
32 %191 = fadd %102, %190
32 %192 = fadd %191, %114
32 %193 = fmul %178, %192
32 %194 = fadd %82, %193
32 %195 = fneg %83
32 %196 = fadd %103, %195
32 %197 = fadd %196, %115
32 %198 = fmul %178, %197
32 %199 = fadd %83, %198
32 %200 = fneg %148
32 %201 = fadd %162, %200
32 %202 = fadd %201, %174
32 %203 = fmul %178, %202
32 %204 = fadd %148, %203
32 %205 = fneg %149
32 %206 = fadd %163, %205
32 %207 = fadd %206, %175
32 %208 = fmul %178, %207
32 %209 = fadd %149, %208
32 %210 = fneg %150
32 %211 = fadd %164, %210
32 %212 = fadd %211, %176
32 %213 = fmul %178, %212
32 %214 = fadd %150, %213
32 %215 = fneg %151
32 %216 = fadd %165, %215
32 %217 = fadd %216, %177
32 %218 = fmul %178, %217
32 %219 = fadd %151, %218
32 %220 = fneg %184
32 %221 = fadd %204, %220
32 %222 = fmul %179, %221
32 %223 = fadd %184, %222
32 %224 = fneg %189
32 %225 = fadd %209, %224
32 %226 = fmul %179, %225
32 %227 = fadd %189, %226
32 %228 = fneg %194
32 %229 = fadd %214, %228
32 %230 = fmul %179, %229
32 %231 = fadd %194, %230
32 %232 = fneg %199
32 %233 = fadd %219, %232
32 %234 = fmul %179, %233
32 %235 = fadd %199, %234
32x4 %236 = vec4 %223, %227, %231, %235
32 %237 = deref_var &uPrimDepth (uniform float)
32 %238 = @load_deref (%237) (access=0)
32 %239 = deref_var &gl_FragDepth (shader_out float)
@store_deref (%239, %238) (wrmask=x, access=0)
32 %240 = deref_var &fragColor (shader_out vec4)
@store_deref (%240, %236) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
(
(declare (temporary ) float assignment_tmp)
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) vec4 assignment_tmp)
(declare (temporary ) int assignment_tmp)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (lowp ) vec4 uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000))
(declare (shader_out lowp ) vec4 fragColor)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(assign (xyzw) (var_ref uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000)) )
( function main
(signature void
(parameters
)
(
(assign (xyzw) (var_ref fragColor) (var_ref uTestColor) )
))
)
)
(
(declare (location=12 shader_out highp ) float gl_PointSize)
(declare (location=0 shader_out highp ) vec4 gl_Position)
(declare (shader_out noperspectivehighp ) float vZCoord)
(declare (uniform lowp ) int uClampMode)
(declare (uniform lowp ) vec2 uVertexOffset)
(declare (lowp ) float screenSizeDims) (constant float (640.000000)) (constant float (640.000000))
(declare (shader_in highp ) vec4 aRectPosition)
(declare (shader_in highp ) vec2 aTexCoord0)
(declare (shader_out mediump ) vec2 vTexCoord0)
( function main
(signature void
(parameters
)
(
(declare (temporary ) float assignment_tmp)
(assign (x) (var_ref screenSizeDims) (constant float (640.000000)) )
(assign (xyzw) (var_ref gl_Position) (var_ref aRectPosition) )
(assign (xy) (var_ref vTexCoord0) (var_ref aTexCoord0) )
))
)
)
(
(declare (temporary ) bool discarded)
(declare (location=25 shader_in mediump ) vec2 gl_PointCoord)
(declare (location=0 shader_in highp ) vec4 gl_FragCoord)
(declare (mediump ) int mipmapTileWidth) (constant int (256)) (constant int (256))
(declare (lowp ) vec4 uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000))
(declare (shader_out lowp ) vec4 fragColor)
( function main
(signature void
(parameters
)
(
(assign (x) (var_ref discarded) (constant bool (0)) )
(declare (temporary ) vec4 assignment_tmp)
(declare (temporary ) int assignment_tmp@107)
(assign (x) (var_ref mipmapTileWidth) (constant int (256)) )
(assign (xyzw) (var_ref uTestColor) (constant vec4 (0.015686 0.007843 0.003922 0.000000)) )
(assign (xyzw) (var_ref fragColor) (var_ref uTestColor) )
))
)
)
shader: MESA_SHADER_VERTEX
source_sha1: {0x6a345004, 0x8ebff634, 0x9659c9b2, 0x786ff880, 0x08b8222f}
name: GLSL36
internal: false
stage: 0
next_stage: 4
inputs_read: 20
outputs_written: 0
subgroup_size: 1
flrp_lowered: true
inputs: 1
outputs: 0
uniforms: 0
decl_var shader_in INTERP_MODE_NONE highp vec4 aRectPosition (VERT_ATTRIB_GENERIC5.xyzw, 0, 0)
decl_var shader_out INTERP_MODE_NONE highp vec4 gl_Position (VARYING_SLOT_POS.xyzw, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32 %0 = deref_var &aRectPosition (shader_in vec4)
32x4 %1 = @load_deref (%0) (access=0)
32 %2 = deref_var &gl_Position (shader_out vec4)
@store_deref (%2, %1) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
shader: MESA_SHADER_FRAGMENT
source_sha1: {0x5342608f, 0xba4d1da5, 0x50ebcdce, 0x6fdd4970, 0x993e2123}
name: GLSL36
internal: false
stage: 4
next_stage: 4
outputs_written: 4
subgroup_size: 1
flrp_lowered: true
inputs: 0
outputs: 0
uniforms: 0
decl_var shader_out INTERP_MODE_NONE lowp vec4 fragColor (FRAG_RESULT_DATA0.xyzw, 0, 0)
decl_function main (0 params)
impl main {
block b0: // preds:
32x4 %0 = load_const (0x3c808081, 0x3c008081, 0x3b808081, 0x00000000) = (0.015686, 0.007843, 0.003922, 0.000000)
32 %1 = deref_var &fragColor (shader_out vec4)
@store_deref (%1, %0 (0.015686, 0.007843, 0.003922, 0.000000)) (wrmask=xyzw, access=0)
// succs: b1
block b1:
}
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