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:
John Kessenich 2017-03-14 19:43:13 -06:00
parent c08fb8ab9c
commit 71c100d7c0
332 changed files with 62136 additions and 62097 deletions

View file

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