cast4.ref 946 B

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  1. define void @main() {
  2. entry:
  3. %0 = call float @dx.op.loadInput.f32(i32 4, i32 0, i32 0, i8 0, i32 undef)
  4. %1 = fptoui float %0 to i32
  5. call void @dx.op.storeOutput.i32(i32 5, i32 0, i32 0, i8 0, i32 %1)
  6. ret void
  7. }
  8. ; Function Attrs: nounwind readnone
  9. declare float @dx.op.loadInput.f32(i32, i32, i32, i8, i32) #0
  10. ; Function Attrs: nounwind
  11. declare void @dx.op.storeOutput.i32(i32, i32, i32, i8, i32) #1
  12. attributes #0 = { nounwind readnone }
  13. attributes #1 = { nounwind }
  14. !dx.version = !{!0}
  15. !dx.valver = !{!0}
  16. !dx.shaderModel = !{!1}
  17. !dx.entryPoints = !{!2}
  18. !llvm.ident = !{!10}
  19. !0 = !{i32 1, i32 0}
  20. !1 = !{!"ps", i32 6, i32 0}
  21. !2 = !{void ()* @main, !"main", !3, null, !9}
  22. !3 = !{!4, !7, null}
  23. !4 = !{!5}
  24. !5 = !{i32 0, !"A", i8 9, i8 0, !6, i8 2, i32 1, i8 1, i32 0, i8 0, null}
  25. !6 = !{i32 0}
  26. !7 = !{!8}
  27. !8 = !{i32 0, !"SV_Target", i8 5, i8 16, !6, i8 0, i32 1, i8 1, i32 0, i8 0, null}
  28. !9 = !{i32 0, i64 256}
  29. !10 = !{!"dxbc2dxil 1.2"}