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

@ -6,163 +6,163 @@ Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'a1' (global 4-component vector of float)
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'a1' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:1 move second child to first child (temp 4-component vector of float)
0:1 'b1' (global 4-component vector of float)
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'b1' ( global 4-component vector of float)
0:? Constant:
0:? 2.000000
0:? 2.500000
0:? 2.100000
0:? 2.200000
0:2 Sequence
0:2 move second child to first child (temp 4-component vector of float)
0:2 'a1i' (global 4-component vector of float)
0:2 move second child to first child ( temp 4-component vector of float)
0:2 'a1i' ( global 4-component vector of float)
0:2 Constant:
0:2 1.000000
0:2 0.500000
0:2 0.000000
0:2 1.000000
0:2 move second child to first child (temp 4-component vector of float)
0:2 'b1i' (global 4-component vector of float)
0:2 move second child to first child ( temp 4-component vector of float)
0:2 'b1i' ( global 4-component vector of float)
0:2 Constant:
0:2 2.000000
0:2 2.500000
0:2 2.100000
0:2 2.200000
0:3 Sequence
0:3 move second child to first child (temp float)
0:3 'a2' (global float)
0:3 move second child to first child ( temp float)
0:3 'a2' ( global float)
0:3 Constant:
0:3 0.200000
0:4 Sequence
0:4 move second child to first child (temp float)
0:4 'b3' (global float)
0:4 move second child to first child ( temp float)
0:4 'b3' ( global float)
0:4 Constant:
0:4 0.300000
0:5 Sequence
0:5 move second child to first child (temp float)
0:5 'b4' (global float)
0:5 move second child to first child ( temp float)
0:5 'b4' ( global float)
0:5 Constant:
0:5 0.400000
0:6 Sequence
0:6 move second child to first child (temp float)
0:6 'a5' (global float)
0:6 move second child to first child ( temp float)
0:6 'a5' ( global float)
0:6 Constant:
0:6 0.500000
0:6 move second child to first child (temp float)
0:6 'c5' (global float)
0:6 move second child to first child ( temp float)
0:6 'c5' ( global float)
0:6 Constant:
0:6 1.500000
0:9 Sequence
0:9 move second child to first child (temp structure{temp int f})
0:9 'single1' (global structure{temp int f})
0:9 move second child to first child ( temp structure{ temp int f})
0:9 'single1' ( global structure{ temp int f})
0:9 Constant:
0:9 10 (const int)
0:12 Sequence
0:12 move second child to first child (temp structure{temp 2-component vector of uint v})
0:12 'single2' (global structure{temp 2-component vector of uint v})
0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v})
0:12 'single2' ( global structure{ temp 2-component vector of uint v})
0:12 Constant:
0:12 1 (const uint)
0:12 2 (const uint)
0:15 Sequence
0:15 move second child to first child (temp structure{temp structure{temp int f} s1})
0:15 'single3' (global structure{temp structure{temp int f} s1})
0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1})
0:15 'single3' ( global structure{ temp structure{ temp int f} s1})
0:15 Constant:
0:15 3 (const int)
0:18 Sequence
0:18 move second child to first child (temp structure{temp structure{temp 2-component vector of uint v} s1})
0:18 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1})
0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18 Constant:
0:18 4 (const uint)
0:18 5 (const uint)
0:21 Function Definition: @ShaderFunction(vf4; (temp 4-component vector of float)
0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (in 4-component vector of float)
0:21 'input' ( in 4-component vector of float)
0:? Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
0:22 'a2' (temp 4-component vector of float)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'a2' ( temp 4-component vector of float)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:32 Sequence
0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 's2i' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant:
0:32 9 (const int)
0:32 'a5' (global float)
0:32 Construct structure (temp structure{temp float f, temp int i})
0:32 Comma (temp float)
0:32 'a3' (global float)
0:32 'a4' (global float)
0:32 'a5' ( global float)
0:32 Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float)
0:32 'a3' ( global float)
0:32 'a4' ( global float)
0:32 Constant:
0:32 12 (const int)
0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 's2' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:? Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant:
0:32 9 (const int)
0:32 'a5' (global float)
0:? Construct structure (temp structure{temp float f, temp int i})
0:32 Comma (temp float)
0:32 'a3' (global float)
0:32 'a4' (global float)
0:32 'a5' ( global float)
0:? Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float)
0:32 'a3' ( global float)
0:32 'a4' ( global float)
0:32 Constant:
0:32 12 (const int)
0:33 Sequence
0:33 move second child to first child (temp float)
0:33 'a8' (temp float)
0:33 Comma (temp float)
0:33 'a2' (temp 4-component vector of float)
0:33 'b2' (global float)
0:33 move second child to first child (temp float)
0:33 'a9' (temp float)
0:33 'a5' (global float)
0:33 move second child to first child ( temp float)
0:33 'a8' ( temp float)
0:33 Comma ( temp float)
0:33 'a2' ( temp 4-component vector of float)
0:33 'b2' ( global float)
0:33 move second child to first child ( temp float)
0:33 'a9' ( temp float)
0:33 'a5' ( global float)
0:35 Branch: Return with expression
0:35 component-wise multiply (temp 4-component vector of float)
0:35 'input' (in 4-component vector of float)
0:35 'a1' (global 4-component vector of float)
0:21 Function Definition: ShaderFunction( (temp void)
0:35 component-wise multiply ( temp 4-component vector of float)
0:35 'input' ( in 4-component vector of float)
0:35 'a1' ( global 4-component vector of float)
0:21 Function Definition: ShaderFunction( ( temp void)
0:21 Function Parameters:
0:? Sequence
0:21 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)
0:21 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:21 Function Call: @ShaderFunction(vf4; (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:21 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)
0:21 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'a1' (global 4-component vector of float)
0:? 'b1' (global 4-component vector of float)
0:? 'a1i' (global 4-component vector of float)
0:? 'b1i' (global 4-component vector of float)
0:? 'a2' (global float)
0:? 'b2' (global float)
0:? 'a3' (global float)
0:? 'b3' (global float)
0:? 'a4' (global float)
0:? 'b4' (global float)
0:? 'c4' (global float)
0:? 'a5' (global float)
0:? 'b5' (global float)
0:? 'c5' (global float)
0:? 'single1' (global structure{temp int f})
0:? 'single2' (global structure{temp 2-component vector of uint v})
0:? 'single3' (global structure{temp structure{temp int f} s1})
0:? 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1})
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform float a, layout(row_major std140 ) uniform float b, layout(row_major std140 ) uniform float c})
0:? 'a1' ( global 4-component vector of float)
0:? 'b1' ( global 4-component vector of float)
0:? 'a1i' ( global 4-component vector of float)
0:? 'b1i' ( global 4-component vector of float)
0:? 'a2' ( global float)
0:? 'b2' ( global float)
0:? 'a3' ( global float)
0:? 'b3' ( global float)
0:? 'a4' ( global float)
0:? 'b4' ( global float)
0:? 'c4' ( global float)
0:? 'a5' ( global float)
0:? 'b5' ( global float)
0:? 'c5' ( global float)
0:? 'single1' ( global structure{ temp int f})
0:? 'single2' ( global structure{ temp 2-component vector of uint v})
0:? 'single3' ( global structure{ temp structure{ temp int f} s1})
0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})
Linked fragment stage:
@ -172,163 +172,163 @@ Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:1 Sequence
0:1 move second child to first child (temp 4-component vector of float)
0:1 'a1' (global 4-component vector of float)
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'a1' ( global 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 0.500000
0:? 0.000000
0:? 1.000000
0:1 move second child to first child (temp 4-component vector of float)
0:1 'b1' (global 4-component vector of float)
0:1 move second child to first child ( temp 4-component vector of float)
0:1 'b1' ( global 4-component vector of float)
0:? Constant:
0:? 2.000000
0:? 2.500000
0:? 2.100000
0:? 2.200000
0:2 Sequence
0:2 move second child to first child (temp 4-component vector of float)
0:2 'a1i' (global 4-component vector of float)
0:2 move second child to first child ( temp 4-component vector of float)
0:2 'a1i' ( global 4-component vector of float)
0:2 Constant:
0:2 1.000000
0:2 0.500000
0:2 0.000000
0:2 1.000000
0:2 move second child to first child (temp 4-component vector of float)
0:2 'b1i' (global 4-component vector of float)
0:2 move second child to first child ( temp 4-component vector of float)
0:2 'b1i' ( global 4-component vector of float)
0:2 Constant:
0:2 2.000000
0:2 2.500000
0:2 2.100000
0:2 2.200000
0:3 Sequence
0:3 move second child to first child (temp float)
0:3 'a2' (global float)
0:3 move second child to first child ( temp float)
0:3 'a2' ( global float)
0:3 Constant:
0:3 0.200000
0:4 Sequence
0:4 move second child to first child (temp float)
0:4 'b3' (global float)
0:4 move second child to first child ( temp float)
0:4 'b3' ( global float)
0:4 Constant:
0:4 0.300000
0:5 Sequence
0:5 move second child to first child (temp float)
0:5 'b4' (global float)
0:5 move second child to first child ( temp float)
0:5 'b4' ( global float)
0:5 Constant:
0:5 0.400000
0:6 Sequence
0:6 move second child to first child (temp float)
0:6 'a5' (global float)
0:6 move second child to first child ( temp float)
0:6 'a5' ( global float)
0:6 Constant:
0:6 0.500000
0:6 move second child to first child (temp float)
0:6 'c5' (global float)
0:6 move second child to first child ( temp float)
0:6 'c5' ( global float)
0:6 Constant:
0:6 1.500000
0:9 Sequence
0:9 move second child to first child (temp structure{temp int f})
0:9 'single1' (global structure{temp int f})
0:9 move second child to first child ( temp structure{ temp int f})
0:9 'single1' ( global structure{ temp int f})
0:9 Constant:
0:9 10 (const int)
0:12 Sequence
0:12 move second child to first child (temp structure{temp 2-component vector of uint v})
0:12 'single2' (global structure{temp 2-component vector of uint v})
0:12 move second child to first child ( temp structure{ temp 2-component vector of uint v})
0:12 'single2' ( global structure{ temp 2-component vector of uint v})
0:12 Constant:
0:12 1 (const uint)
0:12 2 (const uint)
0:15 Sequence
0:15 move second child to first child (temp structure{temp structure{temp int f} s1})
0:15 'single3' (global structure{temp structure{temp int f} s1})
0:15 move second child to first child ( temp structure{ temp structure{ temp int f} s1})
0:15 'single3' ( global structure{ temp structure{ temp int f} s1})
0:15 Constant:
0:15 3 (const int)
0:18 Sequence
0:18 move second child to first child (temp structure{temp structure{temp 2-component vector of uint v} s1})
0:18 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1})
0:18 move second child to first child ( temp structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:18 Constant:
0:18 4 (const uint)
0:18 5 (const uint)
0:21 Function Definition: @ShaderFunction(vf4; (temp 4-component vector of float)
0:21 Function Definition: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:21 Function Parameters:
0:21 'input' (in 4-component vector of float)
0:21 'input' ( in 4-component vector of float)
0:? Sequence
0:22 Sequence
0:22 move second child to first child (temp 4-component vector of float)
0:22 'a2' (temp 4-component vector of float)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'a2' ( temp 4-component vector of float)
0:? Constant:
0:? 0.200000
0:? 0.300000
0:? 0.400000
0:? 0.500000
0:32 Sequence
0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 's2i' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2i' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant:
0:32 9 (const int)
0:32 'a5' (global float)
0:32 Construct structure (temp structure{temp float f, temp int i})
0:32 Comma (temp float)
0:32 'a3' (global float)
0:32 'a4' (global float)
0:32 'a5' ( global float)
0:32 Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float)
0:32 'a3' ( global float)
0:32 'a4' ( global float)
0:32 Constant:
0:32 12 (const int)
0:32 move second child to first child (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 's2' (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:? Construct structure (temp structure{temp int j, temp float g, temp structure{temp float f, temp int i} s1})
0:32 move second child to first child ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 's2' ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:? Construct structure ( temp structure{ temp int j, temp float g, temp structure{ temp float f, temp int i} s1})
0:32 Constant:
0:32 9 (const int)
0:32 'a5' (global float)
0:? Construct structure (temp structure{temp float f, temp int i})
0:32 Comma (temp float)
0:32 'a3' (global float)
0:32 'a4' (global float)
0:32 'a5' ( global float)
0:? Construct structure ( temp structure{ temp float f, temp int i})
0:32 Comma ( temp float)
0:32 'a3' ( global float)
0:32 'a4' ( global float)
0:32 Constant:
0:32 12 (const int)
0:33 Sequence
0:33 move second child to first child (temp float)
0:33 'a8' (temp float)
0:33 Comma (temp float)
0:33 'a2' (temp 4-component vector of float)
0:33 'b2' (global float)
0:33 move second child to first child (temp float)
0:33 'a9' (temp float)
0:33 'a5' (global float)
0:33 move second child to first child ( temp float)
0:33 'a8' ( temp float)
0:33 Comma ( temp float)
0:33 'a2' ( temp 4-component vector of float)
0:33 'b2' ( global float)
0:33 move second child to first child ( temp float)
0:33 'a9' ( temp float)
0:33 'a5' ( global float)
0:35 Branch: Return with expression
0:35 component-wise multiply (temp 4-component vector of float)
0:35 'input' (in 4-component vector of float)
0:35 'a1' (global 4-component vector of float)
0:21 Function Definition: ShaderFunction( (temp void)
0:35 component-wise multiply ( temp 4-component vector of float)
0:35 'input' ( in 4-component vector of float)
0:35 'a1' ( global 4-component vector of float)
0:21 Function Definition: ShaderFunction( ( temp void)
0:21 Function Parameters:
0:? Sequence
0:21 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)
0:21 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:21 Function Call: @ShaderFunction(vf4; (temp 4-component vector of float)
0:? 'input' (temp 4-component vector of float)
0:21 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)
0:21 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:21 Function Call: @ShaderFunction(vf4; ( temp 4-component vector of float)
0:? 'input' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'a1' (global 4-component vector of float)
0:? 'b1' (global 4-component vector of float)
0:? 'a1i' (global 4-component vector of float)
0:? 'b1i' (global 4-component vector of float)
0:? 'a2' (global float)
0:? 'b2' (global float)
0:? 'a3' (global float)
0:? 'b3' (global float)
0:? 'a4' (global float)
0:? 'b4' (global float)
0:? 'c4' (global float)
0:? 'a5' (global float)
0:? 'b5' (global float)
0:? 'c5' (global float)
0:? 'single1' (global structure{temp int f})
0:? 'single2' (global structure{temp 2-component vector of uint v})
0:? 'single3' (global structure{temp structure{temp int f} s1})
0:? 'single4' (global structure{temp structure{temp 2-component vector of uint v} s1})
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'input' (layout(location=0 ) in 4-component vector of float)
0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(row_major std140 ) uniform float a, layout(row_major std140 ) uniform float b, layout(row_major std140 ) uniform float c})
0:? 'a1' ( global 4-component vector of float)
0:? 'b1' ( global 4-component vector of float)
0:? 'a1i' ( global 4-component vector of float)
0:? 'b1i' ( global 4-component vector of float)
0:? 'a2' ( global float)
0:? 'b2' ( global float)
0:? 'a3' ( global float)
0:? 'b3' ( global float)
0:? 'a4' ( global float)
0:? 'b4' ( global float)
0:? 'c4' ( global float)
0:? 'a5' ( global float)
0:? 'b5' ( global float)
0:? 'c5' ( global float)
0:? 'single1' ( global structure{ temp int f})
0:? 'single2' ( global structure{ temp 2-component vector of uint v})
0:? 'single3' ( global structure{ temp structure{ temp int f} s1})
0:? 'single4' ( global structure{ temp structure{ temp 2-component vector of uint v} s1})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140) uniform float a, layout( row_major std140) uniform float b, layout( row_major std140) uniform float c})
// Module Version 10000
// Generated by (magic number): 80001