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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332 changed files with 62136 additions and 62097 deletions
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@ -2,30 +2,30 @@ hlsl.intrinsics.promote.down.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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0:15 Function Definition: @main( (temp structure{temp 4-component vector of float color})
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 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 uint)
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0:16 'r00' (temp uint)
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0:16 bitCount (temp uint)
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0:16 Convert float to uint (temp uint)
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0:16 f: direct index for structure (layout(offset=8 ) uniform float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
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0:16 move second child to first child ( temp uint)
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0:16 'r00' ( temp uint)
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0:16 bitCount ( temp uint)
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0:16 Convert float to uint ( temp uint)
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0:16 f: direct index for structure (layout( offset=8) uniform float)
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0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Sequence
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0:17 move second child to first child (temp 2-component vector of uint)
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0:17 'r01' (temp 2-component vector of uint)
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0:17 bitFieldReverse (temp 2-component vector of uint)
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0:17 Convert float to uint (temp 2-component vector of uint)
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0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float)
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0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
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0:17 move second child to first child ( temp 2-component vector of uint)
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0:17 'r01' ( temp 2-component vector of uint)
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0:17 bitFieldReverse ( temp 2-component vector of uint)
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0:17 Convert float to uint ( temp 2-component vector of uint)
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0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
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0:17 Constant:
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0:17 6 (const uint)
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0:20 move second child to first child (temp 4-component vector of float)
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0:20 color: direct index for structure (temp 4-component vector of float)
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0:20 'ps_output' (temp structure{temp 4-component vector of float color})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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0:20 0 (const int)
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0:? Constant:
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@ -34,20 +34,20 @@ gl_FragCoord origin is upper left
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0:? 0.000000
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0:? 0.000000
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0:21 Branch: Return with expression
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0:21 'ps_output' (temp structure{temp 4-component vector of float color})
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0:15 Function Definition: main( (temp void)
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0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 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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0:15 color: direct index for structure (temp 4-component vector of float)
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0:15 Function Call: @main( (temp structure{temp 4-component vector of float color})
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0:15 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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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
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0:? 'color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
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Linked fragment stage:
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@ -56,30 +56,30 @@ 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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0:15 Function Definition: @main( (temp structure{temp 4-component vector of float color})
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 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 uint)
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0:16 'r00' (temp uint)
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0:16 bitCount (temp uint)
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0:16 Convert float to uint (temp uint)
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0:16 f: direct index for structure (layout(offset=8 ) uniform float)
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0:16 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
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0:16 move second child to first child ( temp uint)
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0:16 'r00' ( temp uint)
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0:16 bitCount ( temp uint)
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0:16 Convert float to uint ( temp uint)
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0:16 f: direct index for structure (layout( offset=8) uniform float)
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0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Sequence
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0:17 move second child to first child (temp 2-component vector of uint)
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0:17 'r01' (temp 2-component vector of uint)
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0:17 bitFieldReverse (temp 2-component vector of uint)
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0:17 Convert float to uint (temp 2-component vector of uint)
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0:17 f2: direct index for structure (layout(offset=32 ) uniform 2-component vector of float)
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0:17 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
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0:17 move second child to first child ( temp 2-component vector of uint)
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0:17 'r01' ( temp 2-component vector of uint)
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0:17 bitFieldReverse ( temp 2-component vector of uint)
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0:17 Convert float to uint ( temp 2-component vector of uint)
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0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
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0:17 Constant:
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0:17 6 (const uint)
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0:20 move second child to first child (temp 4-component vector of float)
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0:20 color: direct index for structure (temp 4-component vector of float)
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0:20 'ps_output' (temp structure{temp 4-component vector of float color})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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0:20 0 (const int)
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0:? Constant:
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@ -88,20 +88,20 @@ gl_FragCoord origin is upper left
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0:? 0.000000
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0:? 0.000000
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0:21 Branch: Return with expression
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0:21 'ps_output' (temp structure{temp 4-component vector of float color})
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0:15 Function Definition: main( (temp void)
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0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 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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0:15 color: direct index for structure (temp 4-component vector of float)
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0:15 Function Call: @main( (temp structure{temp 4-component vector of float color})
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0:15 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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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int i, layout(offset=4 ) uniform uint u, layout(offset=8 ) uniform float f, layout(offset=12 ) uniform bool b, layout(offset=16 ) uniform 2-component vector of int i2, layout(offset=24 ) uniform 2-component vector of uint u2, layout(offset=32 ) uniform 2-component vector of float f2, layout(offset=40 ) uniform 2-component vector of bool b2})
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0:? 'color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
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// Module Version 10000
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// Generated by (magic number): 80001
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