Fix isIoResizeArray() tessellation stage handling
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8 changed files with 430 additions and 1 deletions
94
Test/baseResults/link.tesselation.vert.out
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94
Test/baseResults/link.tesselation.vert.out
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link.tesselation.vert
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Shader version: 440
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0:? Sequence
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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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})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 'i_Pos' (layout( location=0) in 4-component vector of float)
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0:14 move second child to first child ( temp 2-component vector of float)
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0:14 texCoord: direct index for structure ( out 2-component vector of float)
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0:14 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:14 Constant:
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0:14 0 (const int)
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0:14 'i_Tex' (layout( location=1) in 2-component vector of float)
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0:? Linker Objects
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0:? 'i_Pos' (layout( location=0) in 4-component vector of float)
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0:? 'i_Tex' (layout( location=1) in 2-component vector of float)
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0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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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})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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link.tesselation.frag
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Shader version: 440
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0:? Sequence
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0:12 Function Definition: main( ( global void)
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0:12 Function Parameters:
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0:14 Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'oColor' (layout( location=0) out 4-component vector of float)
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0:14 texture ( global 4-component vector of float)
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0:14 'mytex' (layout( binding=0) uniform sampler2D)
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0:14 texCoord: direct index for structure ( in 2-component vector of float)
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0:14 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
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0:14 Constant:
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0:14 0 (const int)
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0:? Linker Objects
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0:? 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
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0:? 'oColor' (layout( location=0) out 4-component vector of float)
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0:? 'mytex' (layout( binding=0) uniform sampler2D)
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Linked vertex stage:
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Linked fragment stage:
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Shader version: 440
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0:? Sequence
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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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})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 'i_Pos' (layout( location=0) in 4-component vector of float)
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0:14 move second child to first child ( temp 2-component vector of float)
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0:14 texCoord: direct index for structure ( out 2-component vector of float)
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0:14 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:14 Constant:
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0:14 0 (const int)
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0:14 'i_Tex' (layout( location=1) in 2-component vector of float)
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0:? Linker Objects
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0:? 'i_Pos' (layout( location=0) in 4-component vector of float)
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0:? 'i_Tex' (layout( location=1) in 2-component vector of float)
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0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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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})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Shader version: 440
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0:? Sequence
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0:12 Function Definition: main( ( global void)
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0:12 Function Parameters:
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0:14 Sequence
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0:14 move second child to first child ( temp 4-component vector of float)
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0:14 'oColor' (layout( location=0) out 4-component vector of float)
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0:14 texture ( global 4-component vector of float)
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0:14 'mytex' (layout( binding=0) uniform sampler2D)
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0:14 texCoord: direct index for structure ( in 2-component vector of float)
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0:14 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
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0:14 Constant:
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0:14 0 (const int)
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0:? Linker Objects
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0:? 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
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0:? 'oColor' (layout( location=0) out 4-component vector of float)
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0:? 'mytex' (layout( binding=0) uniform sampler2D)
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