GLSL output: Removed fixed-size buffer; fixes #769.
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
This commit is contained in:
parent
c08fb8ab9c
commit
71c100d7c0
332 changed files with 62136 additions and 62097 deletions
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@ -61,101 +61,101 @@ Shader version: 440
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Requested GL_ARB_shader_draw_parameters
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in xfb mode
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ERROR: node is still EOpNull!
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0:177 Function Definition: drawParamsBad( (global int)
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0:177 Function Definition: drawParamsBad( ( global int)
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0:177 Function Parameters:
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0:179 Sequence
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0:179 Branch: Return with expression
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0:179 add (temp int)
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0:179 add (temp int)
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0:179 'gl_BaseVertexARB' (in int BaseVertex)
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0:179 'gl_BaseInstanceARB' (in int BaseInstance)
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0:179 'gl_DrawIDARB' (in int DrawId)
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0:184 Function Definition: drawParams( (global int)
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0:179 add ( temp int)
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0:179 add ( temp int)
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0:179 'gl_BaseVertexARB' ( in int BaseVertex)
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0:179 'gl_BaseInstanceARB' ( in int BaseInstance)
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0:179 'gl_DrawIDARB' ( in int DrawId)
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0:184 Function Definition: drawParams( ( global int)
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0:184 Function Parameters:
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0:186 Sequence
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0:186 Branch: Return with expression
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0:186 add (temp int)
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0:186 add (temp int)
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0:186 'gl_BaseVertexARB' (in int BaseVertex)
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0:186 'gl_BaseInstanceARB' (in int BaseInstance)
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0:186 'gl_DrawIDARB' (in int DrawId)
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0:187 move second child to first child (temp int)
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0:187 'gl_BaseVertexARB' (in int BaseVertex)
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0:186 add ( temp int)
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0:186 add ( temp int)
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0:186 'gl_BaseVertexARB' ( in int BaseVertex)
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0:186 'gl_BaseInstanceARB' ( in int BaseInstance)
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0:186 'gl_DrawIDARB' ( in int DrawId)
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0:187 move second child to first child ( temp int)
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0:187 'gl_BaseVertexARB' ( in int BaseVertex)
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0:187 Constant:
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0:187 3 (const int)
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0:188 move second child to first child (temp int)
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0:188 'gl_BaseInstanceARB' (in int BaseInstance)
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0:188 move second child to first child ( temp int)
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0:188 'gl_BaseInstanceARB' ( in int BaseInstance)
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0:188 Constant:
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0:188 3 (const int)
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0:189 move second child to first child (temp int)
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0:189 'gl_DrawIDARB' (in int DrawId)
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0:189 move second child to first child ( temp int)
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0:189 'gl_DrawIDARB' ( in int DrawId)
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0:189 Constant:
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0:189 3 (const int)
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0:190 'glBaseInstanceARB' (temp float)
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0:190 'glBaseInstanceARB' ( temp float)
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0:? Linker Objects
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0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float)
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0:? 'b' (layout(location=2 component=1 ) in float)
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0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float)
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0:? 'd' (layout(location=0 component=3 ) in 4-element array of float)
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0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float)
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0:? 'f' (layout(location=4 component=3 ) in 5-element array of float)
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0:? 'g' (layout(location=9 ) in 6-element array of float)
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0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float)
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0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float)
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0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float)
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0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float)
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0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float)
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0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float)
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0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float)
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0:? 's' (layout(location=15 component=3 ) smooth out float)
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0:? 't' (layout(location=10 component=1 ) smooth out float)
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0:? 'u' (layout(location=20 component=2 ) smooth out float)
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0:? 'v' (layout(location=20 component=0 ) smooth out float)
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0:? 'w' (layout(location=20 component=3 ) smooth out float)
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0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float)
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0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)
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0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)
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0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a})
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0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
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0:? 'bc' (layout(location=4095 component=1 ) smooth out float)
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0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss})
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0:? 'be' (layout(location=50 component=3 ) smooth out int)
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0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
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0:? 'dfo' (layout(location=51 component=1 ) smooth out double)
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0:? 'dvo' (layout(location=52 component=2 ) smooth out 2-component vector of double)
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0:? 'dfo2' (layout(location=53 ) smooth out double)
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0:? 'ffv2' (layout(location=53 component=2 ) smooth out 2-component vector of float)
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0:? 'dvec4out' (layout(location=54 ) smooth out 4-component vector of double)
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0:? 'overf' (layout(location=55 ) smooth out float)
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0:? 'df2o' (layout(location=56 component=1 ) smooth out 2-component vector of float)
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0:? 'sf2o' (layout(location=56 component=3 ) smooth out float)
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0:? 'dv3o' (layout(location=57 component=2 ) smooth out 2-component vector of float)
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0:? 'sf4o' (layout(location=57 component=3 ) smooth out float)
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0:? 'dv3o2' (layout(location=58 ) flat out 3-component vector of double)
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0:? 'dfo3' (layout(location=59 component=2 ) flat out double)
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0:? 'dfo4' (layout(location=59 component=0 ) flat out double)
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0:? 'bbinst1' (out block{out 4-component vector of float bbv})
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0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})
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0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv})
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0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv})
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0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
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0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)
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0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})
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0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
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0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6})
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0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float)
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0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)
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0:? 'bl' (layout(xfb_stride=48 ) smooth out float)
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0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})
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0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})
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0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s})
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0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
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0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
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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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0:? 'a' (layout( location=2 component=2) in 2-component vector of float)
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0:? 'b' (layout( location=2 component=1) in float)
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0:? 'c' (layout( location=3 component=2) in 3-component vector of float)
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0:? 'd' (layout( location=0 component=3) in 4-element array of float)
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0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float)
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0:? 'f' (layout( location=4 component=3) in 5-element array of float)
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0:? 'g' (layout( location=9) in 6-element array of float)
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0:? 'h' (layout( location=4 component=2) in 2-component vector of float)
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0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float)
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0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float)
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0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float)
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0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float)
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0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float)
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0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float)
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0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float)
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0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float)
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0:? 's' (layout( location=15 component=3) smooth out float)
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0:? 't' (layout( location=10 component=1) smooth out float)
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0:? 'u' (layout( location=20 component=2) smooth out float)
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0:? 'v' (layout( location=20 component=0) smooth out float)
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0:? 'w' (layout( location=20 component=3) smooth out float)
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0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float)
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0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float)
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0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float)
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0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a})
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0:? 'bb' (layout( location=34 component=1) out block{ out int a})
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0:? 'bc' (layout( location=4095 component=1) smooth out float)
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0:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss})
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0:? 'be' (layout( location=50 component=3) smooth out int)
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0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float)
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0:? 'dfo' (layout( location=51 component=1) smooth out double)
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0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double)
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0:? 'dfo2' (layout( location=53) smooth out double)
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0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float)
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0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double)
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0:? 'overf' (layout( location=55) smooth out float)
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0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float)
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0:? 'sf2o' (layout( location=56 component=3) smooth out float)
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0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float)
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0:? 'sf4o' (layout( location=57 component=3) smooth out float)
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0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double)
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0:? 'dfo3' (layout( location=59 component=2) flat out double)
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0:? 'dfo4' (layout( location=59 component=0) flat out double)
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0:? 'bbinst1' ( out block{ out 4-component vector of float bbv})
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0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv})
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0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv})
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0:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv})
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0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
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0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float)
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0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2})
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0:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
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0:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6})
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0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float)
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0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int)
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0:? 'bl' (layout( xfb_stride=48) smooth out float)
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0:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2})
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0:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g})
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0:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s})
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0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float)
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0:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f})
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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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Linked vertex stage:
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@ -175,67 +175,67 @@ Requested GL_ARB_shader_draw_parameters
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in xfb mode
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ERROR: node is still EOpNull!
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0:? Linker Objects
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0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float)
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0:? 'b' (layout(location=2 component=1 ) in float)
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0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float)
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0:? 'd' (layout(location=0 component=3 ) in 4-element array of float)
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0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float)
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0:? 'f' (layout(location=4 component=3 ) in 5-element array of float)
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0:? 'g' (layout(location=9 ) in 6-element array of float)
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0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float)
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0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float)
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0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float)
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0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float)
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0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float)
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0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float)
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0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float)
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0:? 's' (layout(location=15 component=3 ) smooth out float)
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0:? 't' (layout(location=10 component=1 ) smooth out float)
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0:? 'u' (layout(location=20 component=2 ) smooth out float)
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0:? 'v' (layout(location=20 component=0 ) smooth out float)
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0:? 'w' (layout(location=20 component=3 ) smooth out float)
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0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float)
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0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)
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0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)
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0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{global int a})
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0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
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0:? 'bc' (layout(location=4095 component=1 ) smooth out float)
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0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{global int a} Ss})
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0:? 'be' (layout(location=50 component=3 ) smooth out int)
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0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
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0:? 'dfo' (layout(location=51 component=1 ) smooth out double)
|
||||
0:? 'dvo' (layout(location=52 component=2 ) smooth out 2-component vector of double)
|
||||
0:? 'dfo2' (layout(location=53 ) smooth out double)
|
||||
0:? 'ffv2' (layout(location=53 component=2 ) smooth out 2-component vector of float)
|
||||
0:? 'dvec4out' (layout(location=54 ) smooth out 4-component vector of double)
|
||||
0:? 'overf' (layout(location=55 ) smooth out float)
|
||||
0:? 'df2o' (layout(location=56 component=1 ) smooth out 2-component vector of float)
|
||||
0:? 'sf2o' (layout(location=56 component=3 ) smooth out float)
|
||||
0:? 'dv3o' (layout(location=57 component=2 ) smooth out 2-component vector of float)
|
||||
0:? 'sf4o' (layout(location=57 component=3 ) smooth out float)
|
||||
0:? 'dv3o2' (layout(location=58 ) flat out 3-component vector of double)
|
||||
0:? 'dfo3' (layout(location=59 component=2 ) flat out double)
|
||||
0:? 'dfo4' (layout(location=59 component=0 ) flat out double)
|
||||
0:? 'bbinst1' (out block{out 4-component vector of float bbv})
|
||||
0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})
|
||||
0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv})
|
||||
0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv})
|
||||
0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
|
||||
0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)
|
||||
0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})
|
||||
0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
|
||||
0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6})
|
||||
0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float)
|
||||
0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)
|
||||
0:? 'bl' (layout(xfb_stride=48 ) smooth out float)
|
||||
0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})
|
||||
0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})
|
||||
0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s})
|
||||
0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
|
||||
0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
|
||||
0:? 'gl_VertexID' (gl_VertexId int VertexId)
|
||||
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)
|
||||
0:? 'a' (layout( location=2 component=2) in 2-component vector of float)
|
||||
0:? 'b' (layout( location=2 component=1) in float)
|
||||
0:? 'c' (layout( location=3 component=2) in 3-component vector of float)
|
||||
0:? 'd' (layout( location=0 component=3) in 4-element array of float)
|
||||
0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float)
|
||||
0:? 'f' (layout( location=4 component=3) in 5-element array of float)
|
||||
0:? 'g' (layout( location=9) in 6-element array of float)
|
||||
0:? 'h' (layout( location=4 component=2) in 2-component vector of float)
|
||||
0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float)
|
||||
0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float)
|
||||
0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float)
|
||||
0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float)
|
||||
0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float)
|
||||
0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float)
|
||||
0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float)
|
||||
0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float)
|
||||
0:? 's' (layout( location=15 component=3) smooth out float)
|
||||
0:? 't' (layout( location=10 component=1) smooth out float)
|
||||
0:? 'u' (layout( location=20 component=2) smooth out float)
|
||||
0:? 'v' (layout( location=20 component=0) smooth out float)
|
||||
0:? 'w' (layout( location=20 component=3) smooth out float)
|
||||
0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float)
|
||||
0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float)
|
||||
0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float)
|
||||
0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float)
|
||||
0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a})
|
||||
0:? 'bb' (layout( location=34 component=1) out block{ out int a})
|
||||
0:? 'bc' (layout( location=4095 component=1) smooth out float)
|
||||
0:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss})
|
||||
0:? 'be' (layout( location=50 component=3) smooth out int)
|
||||
0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float)
|
||||
0:? 'dfo' (layout( location=51 component=1) smooth out double)
|
||||
0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double)
|
||||
0:? 'dfo2' (layout( location=53) smooth out double)
|
||||
0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float)
|
||||
0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double)
|
||||
0:? 'overf' (layout( location=55) smooth out float)
|
||||
0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float)
|
||||
0:? 'sf2o' (layout( location=56 component=3) smooth out float)
|
||||
0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float)
|
||||
0:? 'sf4o' (layout( location=57 component=3) smooth out float)
|
||||
0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double)
|
||||
0:? 'dfo3' (layout( location=59 component=2) flat out double)
|
||||
0:? 'dfo4' (layout( location=59 component=0) flat out double)
|
||||
0:? 'bbinst1' ( out block{ out 4-component vector of float bbv})
|
||||
0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv})
|
||||
0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv})
|
||||
0:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv})
|
||||
0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
|
||||
0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float)
|
||||
0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2})
|
||||
0:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
|
||||
0:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6})
|
||||
0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float)
|
||||
0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int)
|
||||
0:? 'bl' (layout( xfb_stride=48) smooth out float)
|
||||
0:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2})
|
||||
0:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g})
|
||||
0:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s})
|
||||
0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float)
|
||||
0:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f})
|
||||
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
|
||||
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue