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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@ -2,16 +2,16 @@ hlsl.gather.offset.dx10.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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0:28 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:33 Sequence
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0:33 move second child to first child (temp 4-component vector of float)
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0:33 'txval20' (temp 4-component vector of float)
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0:33 textureGatherOffset (temp 4-component vector of float)
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0:33 Construct combined texture-sampler (temp sampler2D)
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0:33 'g_tTex2df4' (uniform texture2D)
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0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:33 move second child to first child ( temp 4-component vector of float)
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0:33 'txval20' ( temp 4-component vector of float)
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0:33 textureGatherOffset ( temp 4-component vector of float)
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0:33 Construct combined texture-sampler ( temp sampler2D)
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0:33 'g_tTex2df4' ( uniform texture2D)
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0:33 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@ -19,12 +19,12 @@ gl_FragCoord origin is upper left
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0:? 1 (const int)
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0:? 0 (const int)
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0:34 Sequence
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0:34 move second child to first child (temp 4-component vector of int)
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0:34 'txval21' (temp 4-component vector of int)
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0:34 textureGatherOffset (temp 4-component vector of int)
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0:34 Construct combined texture-sampler (temp isampler2D)
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0:34 'g_tTex2di4' (uniform itexture2D)
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0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:34 move second child to first child ( temp 4-component vector of int)
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0:34 'txval21' ( temp 4-component vector of int)
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0:34 textureGatherOffset ( temp 4-component vector of int)
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0:34 Construct combined texture-sampler ( temp isampler2D)
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0:34 'g_tTex2di4' ( uniform itexture2D)
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0:34 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@ -32,21 +32,21 @@ gl_FragCoord origin is upper left
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0:? 1 (const int)
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0:? 1 (const int)
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0:35 Sequence
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0:35 move second child to first child (temp 4-component vector of uint)
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0:35 'txval22' (temp 4-component vector of uint)
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0:35 textureGatherOffset (temp 4-component vector of uint)
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0:35 Construct combined texture-sampler (temp usampler2D)
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0:35 'g_tTex2du4' (uniform utexture2D)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:35 move second child to first child ( temp 4-component vector of uint)
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0:35 'txval22' ( temp 4-component vector of uint)
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0:35 textureGatherOffset ( temp 4-component vector of uint)
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0:35 Construct combined texture-sampler ( temp usampler2D)
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0:35 'g_tTex2du4' ( uniform utexture2D)
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0:35 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? Constant:
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0:? 1 (const int)
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0:? -1 (const int)
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 Color: direct index for structure (temp 4-component vector of float)
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0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 Constant:
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@ -54,51 +54,51 @@ gl_FragCoord origin is upper left
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0:40 1.000000
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0:40 1.000000
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0:40 1.000000
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0:41 move second child to first child (temp float)
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0:41 Depth: direct index for structure (temp float)
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0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:41 move second child to first child ( temp float)
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0:41 Depth: direct index for structure ( temp float)
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0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 1.000000
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0:43 Branch: Return with expression
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: main( (temp void)
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0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: main( ( temp void)
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0:28 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:28 Color: direct index for structure (temp 4-component vector of float)
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0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:28 Depth: direct index for structure (temp float)
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0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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0:? 'g_tTex1du4' (uniform utexture1D)
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0:? 'g_tTex2df4' (uniform texture2D)
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0:? 'g_tTex2di4' (uniform itexture2D)
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0:? 'g_tTex2du4' (uniform utexture2D)
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0:? 'g_tTex3df4' (uniform texture3D)
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0:? 'g_tTex3di4' (uniform itexture3D)
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0:? 'g_tTex3du4' (uniform utexture3D)
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:? 'g_tTex1di4' ( uniform itexture1D)
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0:? 'g_tTex1du4' ( uniform utexture1D)
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0:? 'g_tTex2df4' ( uniform texture2D)
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0:? 'g_tTex2di4' ( uniform itexture2D)
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0:? 'g_tTex2du4' ( uniform utexture2D)
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0:? 'g_tTex3df4' ( uniform texture3D)
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0:? 'g_tTex3di4' ( uniform itexture3D)
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0:? 'g_tTex3du4' ( uniform utexture3D)
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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Linked fragment stage:
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@ -107,16 +107,16 @@ 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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0:28 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:33 Sequence
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0:33 move second child to first child (temp 4-component vector of float)
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0:33 'txval20' (temp 4-component vector of float)
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0:33 textureGatherOffset (temp 4-component vector of float)
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0:33 Construct combined texture-sampler (temp sampler2D)
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0:33 'g_tTex2df4' (uniform texture2D)
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0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:33 move second child to first child ( temp 4-component vector of float)
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0:33 'txval20' ( temp 4-component vector of float)
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0:33 textureGatherOffset ( temp 4-component vector of float)
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0:33 Construct combined texture-sampler ( temp sampler2D)
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0:33 'g_tTex2df4' ( uniform texture2D)
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0:33 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@ -124,12 +124,12 @@ gl_FragCoord origin is upper left
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0:? 1 (const int)
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0:? 0 (const int)
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0:34 Sequence
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0:34 move second child to first child (temp 4-component vector of int)
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0:34 'txval21' (temp 4-component vector of int)
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0:34 textureGatherOffset (temp 4-component vector of int)
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0:34 Construct combined texture-sampler (temp isampler2D)
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0:34 'g_tTex2di4' (uniform itexture2D)
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0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:34 move second child to first child ( temp 4-component vector of int)
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0:34 'txval21' ( temp 4-component vector of int)
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0:34 textureGatherOffset ( temp 4-component vector of int)
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0:34 Construct combined texture-sampler ( temp isampler2D)
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0:34 'g_tTex2di4' ( uniform itexture2D)
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0:34 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@ -137,21 +137,21 @@ gl_FragCoord origin is upper left
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0:? 1 (const int)
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0:? 1 (const int)
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0:35 Sequence
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0:35 move second child to first child (temp 4-component vector of uint)
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0:35 'txval22' (temp 4-component vector of uint)
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0:35 textureGatherOffset (temp 4-component vector of uint)
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0:35 Construct combined texture-sampler (temp usampler2D)
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0:35 'g_tTex2du4' (uniform utexture2D)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:35 move second child to first child ( temp 4-component vector of uint)
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0:35 'txval22' ( temp 4-component vector of uint)
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0:35 textureGatherOffset ( temp 4-component vector of uint)
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0:35 Construct combined texture-sampler ( temp usampler2D)
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0:35 'g_tTex2du4' ( uniform utexture2D)
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0:35 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:? Constant:
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0:? 1 (const int)
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0:? -1 (const int)
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 Color: direct index for structure (temp 4-component vector of float)
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0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 Constant:
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@ -159,51 +159,51 @@ gl_FragCoord origin is upper left
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0:40 1.000000
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0:40 1.000000
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0:40 1.000000
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0:41 move second child to first child (temp float)
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0:41 Depth: direct index for structure (temp float)
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0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:41 move second child to first child ( temp float)
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0:41 Depth: direct index for structure ( temp float)
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0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 1.000000
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0:43 Branch: Return with expression
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0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: main( (temp void)
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0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Definition: main( ( temp void)
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0:28 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:28 Color: direct index for structure (temp 4-component vector of float)
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0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:28 Depth: direct index for structure (temp float)
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0:28 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:28 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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0:? 'g_tTex1du4' (uniform utexture1D)
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0:? 'g_tTex2df4' (uniform texture2D)
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0:? 'g_tTex2di4' (uniform itexture2D)
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0:? 'g_tTex2du4' (uniform utexture2D)
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0:? 'g_tTex3df4' (uniform texture3D)
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0:? 'g_tTex3di4' (uniform itexture3D)
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0:? 'g_tTex3du4' (uniform utexture3D)
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1D)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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0:? 'g_tTex1di4' ( uniform itexture1D)
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0:? 'g_tTex1du4' ( uniform utexture1D)
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0:? 'g_tTex2df4' ( uniform texture2D)
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0:? 'g_tTex2di4' ( uniform itexture2D)
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0:? 'g_tTex2du4' ( uniform utexture2D)
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0:? 'g_tTex3df4' ( uniform texture3D)
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0:? 'g_tTex3di4' ( uniform itexture3D)
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0:? 'g_tTex3du4' ( uniform utexture3D)
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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// Module Version 10000
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// Generated by (magic number): 80001
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