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

@ -2,82 +2,82 @@ hlsl.intrinsics.double.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
0:5 Function Parameters:
0:5 'inDV1a' (in double)
0:5 'inDV1b' (in double)
0:5 'inDV1c' (in double)
0:5 'inDV2' (in 2-component vector of double)
0:5 'inDV3' (in 3-component vector of double)
0:5 'inDV4' (in 4-component vector of double)
0:5 'inU1a' (in uint)
0:5 'inU1b' (in uint)
0:5 'inDV1a' ( in double)
0:5 'inDV1b' ( in double)
0:5 'inDV1c' ( in double)
0:5 'inDV2' ( in 2-component vector of double)
0:5 'inDV3' ( in 3-component vector of double)
0:5 'inDV4' ( in 4-component vector of double)
0:5 'inU1a' ( in uint)
0:5 'inU1b' ( in uint)
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp double)
0:6 'r00' (temp double)
0:6 fma (temp double)
0:6 'inDV1a' (in double)
0:6 'inDV1b' (in double)
0:6 'inDV1c' (in double)
0:6 move second child to first child ( temp double)
0:6 'r00' ( temp double)
0:6 fma ( temp double)
0:6 'inDV1a' ( in double)
0:6 'inDV1b' ( in double)
0:6 'inDV1c' ( in double)
0:7 Sequence
0:7 move second child to first child (temp double)
0:7 'r01' (temp double)
0:7 uint64BitsToDouble (temp double)
0:7 Construct uvec2 (temp 2-component vector of uint)
0:7 'inU1a' (in uint)
0:7 'inU1b' (in uint)
0:7 move second child to first child ( temp double)
0:7 'r01' ( temp double)
0:7 uint64BitsToDouble ( temp double)
0:7 Construct uvec2 ( temp 2-component vector of uint)
0:7 'inU1a' ( in uint)
0:7 'inU1b' ( in uint)
0:9 Branch: Return with expression
0:9 Constant:
0:9 0.000000
0:5 Function Definition: PixelShaderFunction( (temp void)
0:5 Function Definition: PixelShaderFunction( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp double)
0:? 'inDV1a' (temp double)
0:? 'inDV1a' (layout(location=0 ) in double)
0:5 move second child to first child (temp double)
0:? 'inDV1b' (temp double)
0:? 'inDV1b' (layout(location=1 ) in double)
0:5 move second child to first child (temp double)
0:? 'inDV1c' (temp double)
0:? 'inDV1c' (layout(location=2 ) in double)
0:5 move second child to first child (temp 2-component vector of double)
0:? 'inDV2' (temp 2-component vector of double)
0:? 'inDV2' (layout(location=3 ) in 2-component vector of double)
0:5 move second child to first child (temp 3-component vector of double)
0:? 'inDV3' (temp 3-component vector of double)
0:? 'inDV3' (layout(location=4 ) in 3-component vector of double)
0:5 move second child to first child (temp 4-component vector of double)
0:? 'inDV4' (temp 4-component vector of double)
0:? 'inDV4' (layout(location=6 ) in 4-component vector of double)
0:5 move second child to first child (temp uint)
0:? 'inU1a' (temp uint)
0:? 'inU1a' (layout(location=8 ) in uint)
0:5 move second child to first child (temp uint)
0:? 'inU1b' (temp uint)
0:? 'inU1b' (layout(location=9 ) in uint)
0:5 move second child to first child (temp float)
0:? '@entryPointOutput' (layout(location=0 ) out float)
0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:? 'inDV1a' (temp double)
0:? 'inDV1b' (temp double)
0:? 'inDV1c' (temp double)
0:? 'inDV2' (temp 2-component vector of double)
0:? 'inDV3' (temp 3-component vector of double)
0:? 'inDV4' (temp 4-component vector of double)
0:? 'inU1a' (temp uint)
0:? 'inU1b' (temp uint)
0:5 move second child to first child ( temp double)
0:? 'inDV1a' ( temp double)
0:? 'inDV1a' (layout( location=0) in double)
0:5 move second child to first child ( temp double)
0:? 'inDV1b' ( temp double)
0:? 'inDV1b' (layout( location=1) in double)
0:5 move second child to first child ( temp double)
0:? 'inDV1c' ( temp double)
0:? 'inDV1c' (layout( location=2) in double)
0:5 move second child to first child ( temp 2-component vector of double)
0:? 'inDV2' ( temp 2-component vector of double)
0:? 'inDV2' (layout( location=3) in 2-component vector of double)
0:5 move second child to first child ( temp 3-component vector of double)
0:? 'inDV3' ( temp 3-component vector of double)
0:? 'inDV3' (layout( location=4) in 3-component vector of double)
0:5 move second child to first child ( temp 4-component vector of double)
0:? 'inDV4' ( temp 4-component vector of double)
0:? 'inDV4' (layout( location=6) in 4-component vector of double)
0:5 move second child to first child ( temp uint)
0:? 'inU1a' ( temp uint)
0:? 'inU1a' (layout( location=8) in uint)
0:5 move second child to first child ( temp uint)
0:? 'inU1b' ( temp uint)
0:? 'inU1b' (layout( location=9) in uint)
0:5 move second child to first child ( temp float)
0:? '@entryPointOutput' (layout( location=0) out float)
0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
0:? 'inDV1a' ( temp double)
0:? 'inDV1b' ( temp double)
0:? 'inDV1c' ( temp double)
0:? 'inDV2' ( temp 2-component vector of double)
0:? 'inDV3' ( temp 3-component vector of double)
0:? 'inDV4' ( temp 4-component vector of double)
0:? 'inU1a' ( temp uint)
0:? 'inU1b' ( temp uint)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out float)
0:? 'inDV1a' (layout(location=0 ) in double)
0:? 'inDV1b' (layout(location=1 ) in double)
0:? 'inDV1c' (layout(location=2 ) in double)
0:? 'inDV2' (layout(location=3 ) in 2-component vector of double)
0:? 'inDV3' (layout(location=4 ) in 3-component vector of double)
0:? 'inDV4' (layout(location=6 ) in 4-component vector of double)
0:? 'inU1a' (layout(location=8 ) in uint)
0:? 'inU1b' (layout(location=9 ) in uint)
0:? '@entryPointOutput' (layout( location=0) out float)
0:? 'inDV1a' (layout( location=0) in double)
0:? 'inDV1b' (layout( location=1) in double)
0:? 'inDV1c' (layout( location=2) in double)
0:? 'inDV2' (layout( location=3) in 2-component vector of double)
0:? 'inDV3' (layout( location=4) in 3-component vector of double)
0:? 'inDV4' (layout( location=6) in 4-component vector of double)
0:? 'inU1a' (layout( location=8) in uint)
0:? 'inU1b' (layout( location=9) in uint)
Linked fragment stage:
@ -86,82 +86,82 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:5 Function Definition: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
0:5 Function Parameters:
0:5 'inDV1a' (in double)
0:5 'inDV1b' (in double)
0:5 'inDV1c' (in double)
0:5 'inDV2' (in 2-component vector of double)
0:5 'inDV3' (in 3-component vector of double)
0:5 'inDV4' (in 4-component vector of double)
0:5 'inU1a' (in uint)
0:5 'inU1b' (in uint)
0:5 'inDV1a' ( in double)
0:5 'inDV1b' ( in double)
0:5 'inDV1c' ( in double)
0:5 'inDV2' ( in 2-component vector of double)
0:5 'inDV3' ( in 3-component vector of double)
0:5 'inDV4' ( in 4-component vector of double)
0:5 'inU1a' ( in uint)
0:5 'inU1b' ( in uint)
0:? Sequence
0:6 Sequence
0:6 move second child to first child (temp double)
0:6 'r00' (temp double)
0:6 fma (temp double)
0:6 'inDV1a' (in double)
0:6 'inDV1b' (in double)
0:6 'inDV1c' (in double)
0:6 move second child to first child ( temp double)
0:6 'r00' ( temp double)
0:6 fma ( temp double)
0:6 'inDV1a' ( in double)
0:6 'inDV1b' ( in double)
0:6 'inDV1c' ( in double)
0:7 Sequence
0:7 move second child to first child (temp double)
0:7 'r01' (temp double)
0:7 uint64BitsToDouble (temp double)
0:7 Construct uvec2 (temp 2-component vector of uint)
0:7 'inU1a' (in uint)
0:7 'inU1b' (in uint)
0:7 move second child to first child ( temp double)
0:7 'r01' ( temp double)
0:7 uint64BitsToDouble ( temp double)
0:7 Construct uvec2 ( temp 2-component vector of uint)
0:7 'inU1a' ( in uint)
0:7 'inU1b' ( in uint)
0:9 Branch: Return with expression
0:9 Constant:
0:9 0.000000
0:5 Function Definition: PixelShaderFunction( (temp void)
0:5 Function Definition: PixelShaderFunction( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 move second child to first child (temp double)
0:? 'inDV1a' (temp double)
0:? 'inDV1a' (layout(location=0 ) in double)
0:5 move second child to first child (temp double)
0:? 'inDV1b' (temp double)
0:? 'inDV1b' (layout(location=1 ) in double)
0:5 move second child to first child (temp double)
0:? 'inDV1c' (temp double)
0:? 'inDV1c' (layout(location=2 ) in double)
0:5 move second child to first child (temp 2-component vector of double)
0:? 'inDV2' (temp 2-component vector of double)
0:? 'inDV2' (layout(location=3 ) in 2-component vector of double)
0:5 move second child to first child (temp 3-component vector of double)
0:? 'inDV3' (temp 3-component vector of double)
0:? 'inDV3' (layout(location=4 ) in 3-component vector of double)
0:5 move second child to first child (temp 4-component vector of double)
0:? 'inDV4' (temp 4-component vector of double)
0:? 'inDV4' (layout(location=6 ) in 4-component vector of double)
0:5 move second child to first child (temp uint)
0:? 'inU1a' (temp uint)
0:? 'inU1a' (layout(location=8 ) in uint)
0:5 move second child to first child (temp uint)
0:? 'inU1b' (temp uint)
0:? 'inU1b' (layout(location=9 ) in uint)
0:5 move second child to first child (temp float)
0:? '@entryPointOutput' (layout(location=0 ) out float)
0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; (temp float)
0:? 'inDV1a' (temp double)
0:? 'inDV1b' (temp double)
0:? 'inDV1c' (temp double)
0:? 'inDV2' (temp 2-component vector of double)
0:? 'inDV3' (temp 3-component vector of double)
0:? 'inDV4' (temp 4-component vector of double)
0:? 'inU1a' (temp uint)
0:? 'inU1b' (temp uint)
0:5 move second child to first child ( temp double)
0:? 'inDV1a' ( temp double)
0:? 'inDV1a' (layout( location=0) in double)
0:5 move second child to first child ( temp double)
0:? 'inDV1b' ( temp double)
0:? 'inDV1b' (layout( location=1) in double)
0:5 move second child to first child ( temp double)
0:? 'inDV1c' ( temp double)
0:? 'inDV1c' (layout( location=2) in double)
0:5 move second child to first child ( temp 2-component vector of double)
0:? 'inDV2' ( temp 2-component vector of double)
0:? 'inDV2' (layout( location=3) in 2-component vector of double)
0:5 move second child to first child ( temp 3-component vector of double)
0:? 'inDV3' ( temp 3-component vector of double)
0:? 'inDV3' (layout( location=4) in 3-component vector of double)
0:5 move second child to first child ( temp 4-component vector of double)
0:? 'inDV4' ( temp 4-component vector of double)
0:? 'inDV4' (layout( location=6) in 4-component vector of double)
0:5 move second child to first child ( temp uint)
0:? 'inU1a' ( temp uint)
0:? 'inU1a' (layout( location=8) in uint)
0:5 move second child to first child ( temp uint)
0:? 'inU1b' ( temp uint)
0:? 'inU1b' (layout( location=9) in uint)
0:5 move second child to first child ( temp float)
0:? '@entryPointOutput' (layout( location=0) out float)
0:5 Function Call: @PixelShaderFunction(d1;d1;d1;vd2;vd3;vd4;u1;u1; ( temp float)
0:? 'inDV1a' ( temp double)
0:? 'inDV1b' ( temp double)
0:? 'inDV1c' ( temp double)
0:? 'inDV2' ( temp 2-component vector of double)
0:? 'inDV3' ( temp 3-component vector of double)
0:? 'inDV4' ( temp 4-component vector of double)
0:? 'inU1a' ( temp uint)
0:? 'inU1b' ( temp uint)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out float)
0:? 'inDV1a' (layout(location=0 ) in double)
0:? 'inDV1b' (layout(location=1 ) in double)
0:? 'inDV1c' (layout(location=2 ) in double)
0:? 'inDV2' (layout(location=3 ) in 2-component vector of double)
0:? 'inDV3' (layout(location=4 ) in 3-component vector of double)
0:? 'inDV4' (layout(location=6 ) in 4-component vector of double)
0:? 'inU1a' (layout(location=8 ) in uint)
0:? 'inU1b' (layout(location=9 ) in uint)
0:? '@entryPointOutput' (layout( location=0) out float)
0:? 'inDV1a' (layout( location=0) in double)
0:? 'inDV1b' (layout( location=1) in double)
0:? 'inDV1c' (layout( location=2) in double)
0:? 'inDV2' (layout( location=3) in 2-component vector of double)
0:? 'inDV3' (layout( location=4) in 3-component vector of double)
0:? 'inDV4' (layout( location=6) in 4-component vector of double)
0:? 'inU1a' (layout( location=8) in uint)
0:? 'inU1b' (layout( location=9) in uint)
// Module Version 10000
// Generated by (magic number): 80001