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.
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c08fb8ab9c
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71c100d7c0
332 changed files with 62136 additions and 62097 deletions
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@ -7,28 +7,28 @@ ERROR: 2 compilation errors. No code generated.
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Shader version: 450
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:13 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child (temp 2-component vector of float)
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0:16 'r00' (temp 2-component vector of float)
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0:16 move second child to first child ( temp 2-component vector of float)
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0:16 'r00' ( temp 2-component vector of float)
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0:16 ERROR: Bad aggregation op
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(temp 2-component vector of float)
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0:16 'g_tTex2dmsf4' (uniform texture2DMS)
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( temp 2-component vector of float)
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0:16 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:16 Constant:
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0:16 1 (const int)
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0:17 Sequence
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0:17 move second child to first child (temp 2-component vector of float)
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0:17 'r01' (temp 2-component vector of float)
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0:17 move second child to first child ( temp 2-component vector of float)
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0:17 'r01' ( temp 2-component vector of float)
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0:17 ERROR: Bad aggregation op
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(temp 2-component vector of float)
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0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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( temp 2-component vector of float)
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0:17 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:17 Constant:
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0:17 2 (const int)
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:19 move second child to first child ( temp 4-component vector of float)
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0:19 Color: direct index for structure ( temp 4-component vector of float)
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0:19 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Constant:
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@ -36,40 +36,40 @@ ERROR: node is still EOpNull!
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:20 move second child to first child (temp float)
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0:20 Depth: direct index for structure (temp float)
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0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp float)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Constant:
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0:20 1.000000
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0:22 Branch: Return with expression
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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 Function Definition: main( (temp void)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Function Definition: main( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 Sequence
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0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 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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0:13 Color: direct index for structure (temp 4-component vector of float)
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0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 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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0:13 Color: direct index for structure ( temp 4-component vector of float)
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:13 Depth: direct index for structure (temp float)
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0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:13 Depth: direct index for structure ( temp float)
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Constant:
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0:13 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_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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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_tTex2dmsf4' ( uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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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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@ -78,28 +78,28 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:13 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child (temp 2-component vector of float)
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0:16 'r00' (temp 2-component vector of float)
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0:16 move second child to first child ( temp 2-component vector of float)
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0:16 'r00' ( temp 2-component vector of float)
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0:16 ERROR: Bad aggregation op
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(temp 2-component vector of float)
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0:16 'g_tTex2dmsf4' (uniform texture2DMS)
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( temp 2-component vector of float)
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0:16 'g_tTex2dmsf4' ( uniform texture2DMS)
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0:16 Constant:
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0:16 1 (const int)
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0:17 Sequence
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0:17 move second child to first child (temp 2-component vector of float)
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0:17 'r01' (temp 2-component vector of float)
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0:17 move second child to first child ( temp 2-component vector of float)
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0:17 'r01' ( temp 2-component vector of float)
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0:17 ERROR: Bad aggregation op
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(temp 2-component vector of float)
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0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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( temp 2-component vector of float)
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0:17 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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0:17 Constant:
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0:17 2 (const int)
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:19 move second child to first child ( temp 4-component vector of float)
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0:19 Color: direct index for structure ( temp 4-component vector of float)
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0:19 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Constant:
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@ -107,39 +107,39 @@ ERROR: node is still EOpNull!
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:20 move second child to first child (temp float)
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0:20 Depth: direct index for structure (temp float)
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0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp float)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Constant:
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0:20 1.000000
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0:22 Branch: Return with expression
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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 Function Definition: main( (temp void)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Function Definition: main( ( temp void)
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0:13 Function Parameters:
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0:? Sequence
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0:13 Sequence
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0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 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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0:13 Color: direct index for structure (temp 4-component vector of float)
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0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 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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0:13 Color: direct index for structure ( temp 4-component vector of float)
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Constant:
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0:13 0 (const int)
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0:13 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:13 Depth: direct index for structure (temp float)
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0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:13 Depth: direct index for structure ( temp float)
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0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:13 Constant:
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0:13 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_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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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_tTex2dmsf4' ( uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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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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SPIR-V is not generated for failed compile or link
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