--- /dev/null
+floatBitsToInt.vert
+WARNING: 0:2: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
+
+Shader version: 150
+Requested GL_ARB_gpu_shader5
+0:? Sequence
+0:6 Function Definition: main( ( global void)
+0:6 Function Parameters:
+0:8 Sequence
+0:8 move second child to first child ( temp 4-component vector of float)
+0:8 'result' ( smooth out 4-component vector of float)
+0:8 Constant:
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:9 Sequence
+0:9 move second child to first child ( temp int)
+0:9 'ret_val' ( temp int)
+0:9 floatBitsToInt ( global int)
+0:9 'value' ( uniform float)
+0:10 Test condition and select ( temp void)
+0:10 Condition
+0:10 Compare Not Equal ( temp bool)
+0:10 'expected_value' ( uniform int)
+0:10 'ret_val' ( temp int)
+0:10 true case
+0:10 Sequence
+0:10 move second child to first child ( temp 4-component vector of float)
+0:10 'result' ( smooth out 4-component vector of float)
+0:10 Constant:
+0:10 0.000000
+0:10 0.000000
+0:10 0.000000
+0:10 0.000000
+0:12 switch
+0:12 condition
+0:12 'gl_VertexID' ( gl_VertexId int VertexId)
+0:12 body
+0:12 Sequence
+0:13 case: with expression
+0:13 Constant:
+0:13 0 (const int)
+0:? Sequence
+0:13 move second child to first child ( temp 4-component vector of float)
+0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:13 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:13 Constant:
+0:13 0 (const uint)
+0:13 Constant:
+0:13 -1.000000
+0:13 1.000000
+0:13 0.000000
+0:13 1.000000
+0:13 Branch: Break
+0:14 case: with expression
+0:14 Constant:
+0:14 1 (const int)
+0:? Sequence
+0:14 move second child to first child ( temp 4-component vector of float)
+0:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:14 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:14 Constant:
+0:14 0 (const uint)
+0:14 Constant:
+0:14 1.000000
+0:14 1.000000
+0:14 0.000000
+0:14 1.000000
+0:14 Branch: Break
+0:15 case: with expression
+0:15 Constant:
+0:15 2 (const int)
+0:? Sequence
+0:15 move second child to first child ( temp 4-component vector of float)
+0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:15 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:15 Constant:
+0:15 0 (const uint)
+0:15 Constant:
+0:15 -1.000000
+0:15 -1.000000
+0:15 0.000000
+0:15 1.000000
+0:15 Branch: Break
+0:16 case: with expression
+0:16 Constant:
+0:16 3 (const int)
+0:? Sequence
+0:16 move second child to first child ( temp 4-component vector of float)
+0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:16 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:16 Constant:
+0:16 0 (const uint)
+0:16 Constant:
+0:16 1.000000
+0:16 -1.000000
+0:16 0.000000
+0:16 1.000000
+0:16 Branch: Break
+0:? Linker Objects
+0:? 'expected_value' ( uniform int)
+0:? 'value' ( uniform float)
+0:? 'result' ( smooth out 4-component vector of float)
+0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:? 'gl_VertexID' ( gl_VertexId int VertexId)
+0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
+
+
+Linked vertex stage:
+
+
+Shader version: 150
+Requested GL_ARB_gpu_shader5
+0:? Sequence
+0:6 Function Definition: main( ( global void)
+0:6 Function Parameters:
+0:8 Sequence
+0:8 move second child to first child ( temp 4-component vector of float)
+0:8 'result' ( smooth out 4-component vector of float)
+0:8 Constant:
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:8 1.000000
+0:9 Sequence
+0:9 move second child to first child ( temp int)
+0:9 'ret_val' ( temp int)
+0:9 floatBitsToInt ( global int)
+0:9 'value' ( uniform float)
+0:10 Test condition and select ( temp void)
+0:10 Condition
+0:10 Compare Not Equal ( temp bool)
+0:10 'expected_value' ( uniform int)
+0:10 'ret_val' ( temp int)
+0:10 true case
+0:10 Sequence
+0:10 move second child to first child ( temp 4-component vector of float)
+0:10 'result' ( smooth out 4-component vector of float)
+0:10 Constant:
+0:10 0.000000
+0:10 0.000000
+0:10 0.000000
+0:10 0.000000
+0:12 switch
+0:12 condition
+0:12 'gl_VertexID' ( gl_VertexId int VertexId)
+0:12 body
+0:12 Sequence
+0:13 case: with expression
+0:13 Constant:
+0:13 0 (const int)
+0:? Sequence
+0:13 move second child to first child ( temp 4-component vector of float)
+0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:13 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:13 Constant:
+0:13 0 (const uint)
+0:13 Constant:
+0:13 -1.000000
+0:13 1.000000
+0:13 0.000000
+0:13 1.000000
+0:13 Branch: Break
+0:14 case: with expression
+0:14 Constant:
+0:14 1 (const int)
+0:? Sequence
+0:14 move second child to first child ( temp 4-component vector of float)
+0:14 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:14 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:14 Constant:
+0:14 0 (const uint)
+0:14 Constant:
+0:14 1.000000
+0:14 1.000000
+0:14 0.000000
+0:14 1.000000
+0:14 Branch: Break
+0:15 case: with expression
+0:15 Constant:
+0:15 2 (const int)
+0:? Sequence
+0:15 move second child to first child ( temp 4-component vector of float)
+0:15 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:15 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:15 Constant:
+0:15 0 (const uint)
+0:15 Constant:
+0:15 -1.000000
+0:15 -1.000000
+0:15 0.000000
+0:15 1.000000
+0:15 Branch: Break
+0:16 case: with expression
+0:16 Constant:
+0:16 3 (const int)
+0:? Sequence
+0:16 move second child to first child ( temp 4-component vector of float)
+0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:16 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:16 Constant:
+0:16 0 (const uint)
+0:16 Constant:
+0:16 1.000000
+0:16 -1.000000
+0:16 0.000000
+0:16 1.000000
+0:16 Branch: Break
+0:? Linker Objects
+0:? 'expected_value' ( uniform int)
+0:? 'value' ( uniform float)
+0:? 'result' ( smooth out 4-component vector of float)
+0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
+0:? 'gl_VertexID' ( gl_VertexId int VertexId)
+0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
+
}
if (profile != EEsProfile && version < 330 ) {
- symbolTable.setFunctionExtensions("floatBitsToInt", 1, &E_GL_ARB_shader_bit_encoding);
- symbolTable.setFunctionExtensions("floatBitsToUint", 1, &E_GL_ARB_shader_bit_encoding);
- symbolTable.setFunctionExtensions("intBitsToFloat", 1, &E_GL_ARB_shader_bit_encoding);
- symbolTable.setFunctionExtensions("uintBitsToFloat", 1, &E_GL_ARB_shader_bit_encoding);
+ const char* bitsConvertExt[2] = {E_GL_ARB_shader_bit_encoding, E_GL_ARB_gpu_shader5};
+ symbolTable.setFunctionExtensions("floatBitsToInt", 2, bitsConvertExt);
+ symbolTable.setFunctionExtensions("floatBitsToUint", 2, bitsConvertExt);
+ symbolTable.setFunctionExtensions("intBitsToFloat", 2, bitsConvertExt);
+ symbolTable.setFunctionExtensions("uintBitsToFloat", 2, bitsConvertExt);
}
if (profile != EEsProfile && version < 430 ) {