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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@ -2,68 +2,68 @@ hlsl.forLoop.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:2 'input' ( in 4-component vector of float)
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0:? Sequence
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0:? Sequence
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0:3 Loop with condition tested first
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0:3 No loop condition
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0:3 No loop body
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0:4 Sequence
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0:4 Pre-Increment (temp 4-component vector of float)
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0:4 'input' (in 4-component vector of float)
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0:4 Pre-Increment ( temp 4-component vector of float)
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0:4 'input' ( in 4-component vector of float)
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0:4 Loop with condition tested first
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0:4 No loop condition
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0:4 No loop body
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0:? Sequence
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0:5 Loop with condition tested first
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0:5 Loop Condition
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0:5 any (temp bool)
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0:5 NotEqual (temp 4-component vector of bool)
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0:5 'input' (in 4-component vector of float)
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0:5 'input' (in 4-component vector of float)
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0:5 any ( temp bool)
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0:5 NotEqual ( temp 4-component vector of bool)
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0:5 'input' ( in 4-component vector of float)
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0:5 'input' ( in 4-component vector of float)
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0:5 No loop body
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0:? Sequence
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0:6 Loop with condition tested first
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0:6 Loop Condition
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0:6 any (temp bool)
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0:6 NotEqual (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 any ( temp bool)
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0:6 NotEqual ( temp 4-component vector of bool)
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0:6 'input' ( in 4-component vector of float)
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0:6 'input' ( in 4-component vector of float)
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0:6 Loop Body
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 Negate value (temp 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 Negate value ( temp 4-component vector of float)
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0:6 'input' ( in 4-component vector of float)
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0:7 Sequence
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0:7 Pre-Decrement (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Pre-Decrement ( temp 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Loop with condition tested first
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0:7 Loop Condition
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0:7 any (temp bool)
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0:7 NotEqual (temp 4-component vector of bool)
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0:7 'input' (in 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 any ( temp bool)
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0:7 NotEqual ( temp 4-component vector of bool)
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0:7 'input' ( in 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Loop Body
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0:? Sequence
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0:7 Branch: Return with expression
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0:7 Negate value (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Negate value ( temp 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Loop Terminal Expression
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0:7 add second child into first child (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 add second child into first child ( temp 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Constant:
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0:7 2.000000
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0:? Sequence
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0:8 Loop with condition tested first
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0:8 No loop condition
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0:8 Loop Body
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0:8 Test condition and select (temp void)
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0:8 Test condition and select ( temp void)
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0:8 Condition
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0:8 Compare Greater Than (temp bool)
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0:8 direct index (temp float)
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0:8 'input' (in 4-component vector of float)
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0:8 Compare Greater Than ( temp bool)
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0:8 direct index ( temp float)
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0:8 'input' ( in 4-component vector of float)
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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@ -74,11 +74,11 @@ gl_FragCoord origin is upper left
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0:9 Loop with condition tested first
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0:9 No loop condition
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0:9 Loop Body
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0:9 Test condition and select (temp void)
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0:9 Test condition and select ( temp void)
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0:9 Condition
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0:9 Compare Greater Than (temp bool)
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0:9 direct index (temp float)
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0:9 'input' (in 4-component vector of float)
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0:9 Compare Greater Than ( temp bool)
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0:9 direct index ( temp float)
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0:9 'input' ( in 4-component vector of float)
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0:9 Constant:
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0:9 0 (const int)
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0:9 Constant:
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@ -86,43 +86,43 @@ gl_FragCoord origin is upper left
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0:9 true case
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0:9 Branch: Continue
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0:11 Sequence
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0:11 move second child to first child (temp int)
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0:11 'ii' (temp int)
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0:11 move second child to first child ( temp int)
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0:11 'ii' ( temp int)
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0:11 Constant:
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0:11 -1 (const int)
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0:11 Loop with condition tested first
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0:11 Loop Condition
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0:11 Compare Less Than (temp bool)
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0:11 'ii' (temp int)
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0:11 Compare Less Than ( temp bool)
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0:11 'ii' ( temp int)
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0:11 Constant:
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0:11 3 (const int)
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0:11 Loop Body
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0:11 Test condition and select (temp void)
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0:11 Test condition and select ( temp void)
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0:11 Condition
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0:11 Compare Equal (temp bool)
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0:11 'ii' (temp int)
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0:11 Compare Equal ( temp bool)
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0:11 'ii' ( temp int)
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0:11 Constant:
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0:11 2 (const int)
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0:11 true case
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0:11 Branch: Continue
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0:11 Loop Terminal Expression
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0:11 Pre-Increment (temp int)
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0:11 'ii' (temp int)
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0:12 Pre-Decrement (temp float)
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0:12 'ii' (temp float)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:11 Pre-Increment ( temp int)
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0:11 'ii' ( temp int)
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0:12 Pre-Decrement ( temp float)
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0:12 'ii' ( temp float)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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Linked fragment stage:
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@ -131,68 +131,68 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:2 'input' (in 4-component vector of float)
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0:2 'input' ( in 4-component vector of float)
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0:? Sequence
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0:? Sequence
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0:3 Loop with condition tested first
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0:3 No loop condition
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0:3 No loop body
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0:4 Sequence
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0:4 Pre-Increment (temp 4-component vector of float)
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0:4 'input' (in 4-component vector of float)
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0:4 Pre-Increment ( temp 4-component vector of float)
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0:4 'input' ( in 4-component vector of float)
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0:4 Loop with condition tested first
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0:4 No loop condition
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0:4 No loop body
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0:? Sequence
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0:5 Loop with condition tested first
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0:5 Loop Condition
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0:5 any (temp bool)
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0:5 NotEqual (temp 4-component vector of bool)
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0:5 'input' (in 4-component vector of float)
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0:5 'input' (in 4-component vector of float)
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0:5 any ( temp bool)
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0:5 NotEqual ( temp 4-component vector of bool)
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0:5 'input' ( in 4-component vector of float)
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0:5 'input' ( in 4-component vector of float)
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0:5 No loop body
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0:? Sequence
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0:6 Loop with condition tested first
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0:6 Loop Condition
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0:6 any (temp bool)
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0:6 NotEqual (temp 4-component vector of bool)
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0:6 'input' (in 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 any ( temp bool)
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0:6 NotEqual ( temp 4-component vector of bool)
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0:6 'input' ( in 4-component vector of float)
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0:6 'input' ( in 4-component vector of float)
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0:6 Loop Body
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0:? Sequence
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0:6 Branch: Return with expression
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0:6 Negate value (temp 4-component vector of float)
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0:6 'input' (in 4-component vector of float)
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0:6 Negate value ( temp 4-component vector of float)
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0:6 'input' ( in 4-component vector of float)
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0:7 Sequence
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0:7 Pre-Decrement (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Pre-Decrement ( temp 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Loop with condition tested first
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0:7 Loop Condition
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0:7 any (temp bool)
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0:7 NotEqual (temp 4-component vector of bool)
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0:7 'input' (in 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 any ( temp bool)
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0:7 NotEqual ( temp 4-component vector of bool)
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0:7 'input' ( in 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Loop Body
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0:? Sequence
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0:7 Branch: Return with expression
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0:7 Negate value (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 Negate value ( temp 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Loop Terminal Expression
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0:7 add second child into first child (temp 4-component vector of float)
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0:7 'input' (in 4-component vector of float)
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0:7 add second child into first child ( temp 4-component vector of float)
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0:7 'input' ( in 4-component vector of float)
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0:7 Constant:
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0:7 2.000000
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0:? Sequence
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0:8 Loop with condition tested first
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0:8 No loop condition
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0:8 Loop Body
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0:8 Test condition and select (temp void)
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0:8 Test condition and select ( temp void)
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0:8 Condition
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0:8 Compare Greater Than (temp bool)
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0:8 direct index (temp float)
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0:8 'input' (in 4-component vector of float)
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0:8 Compare Greater Than ( temp bool)
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0:8 direct index ( temp float)
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0:8 'input' ( in 4-component vector of float)
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0:8 Constant:
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0:8 0 (const int)
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0:8 Constant:
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@ -203,11 +203,11 @@ gl_FragCoord origin is upper left
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0:9 Loop with condition tested first
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0:9 No loop condition
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0:9 Loop Body
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0:9 Test condition and select (temp void)
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0:9 Test condition and select ( temp void)
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0:9 Condition
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0:9 Compare Greater Than (temp bool)
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0:9 direct index (temp float)
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0:9 'input' (in 4-component vector of float)
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0:9 Compare Greater Than ( temp bool)
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0:9 direct index ( temp float)
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0:9 'input' ( in 4-component vector of float)
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0:9 Constant:
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0:9 0 (const int)
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0:9 Constant:
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@ -215,43 +215,43 @@ gl_FragCoord origin is upper left
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0:9 true case
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0:9 Branch: Continue
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0:11 Sequence
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0:11 move second child to first child (temp int)
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0:11 'ii' (temp int)
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0:11 move second child to first child ( temp int)
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0:11 'ii' ( temp int)
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0:11 Constant:
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0:11 -1 (const int)
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0:11 Loop with condition tested first
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0:11 Loop Condition
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0:11 Compare Less Than (temp bool)
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0:11 'ii' (temp int)
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0:11 Compare Less Than ( temp bool)
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0:11 'ii' ( temp int)
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0:11 Constant:
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0:11 3 (const int)
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0:11 Loop Body
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0:11 Test condition and select (temp void)
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0:11 Test condition and select ( temp void)
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0:11 Condition
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0:11 Compare Equal (temp bool)
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0:11 'ii' (temp int)
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0:11 Compare Equal ( temp bool)
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0:11 'ii' ( temp int)
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0:11 Constant:
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0:11 2 (const int)
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0:11 true case
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0:11 Branch: Continue
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0:11 Loop Terminal Expression
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0:11 Pre-Increment (temp int)
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0:11 'ii' (temp int)
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0:12 Pre-Decrement (temp float)
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0:12 'ii' (temp float)
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0:2 Function Definition: PixelShaderFunction( (temp void)
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0:11 Pre-Increment ( temp int)
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0:11 'ii' ( temp int)
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0:12 Pre-Decrement ( temp float)
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0:12 'ii' ( temp float)
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0:2 Function Definition: PixelShaderFunction( ( temp void)
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0:2 Function Parameters:
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0:? Sequence
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0:2 move second child to first child (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:2 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
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0:? 'input' (temp 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:2 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'input' (layout(location=0 ) in 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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