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

@ -2,12 +2,12 @@ hlsl.intrinsics.promote.outputs.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: @main( (temp structure{temp 4-component vector of float color})
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:20 Function Parameters:
0:? Sequence
0:37 clamp (temp float)
0:37 fpos: direct index for structure (layout(offset=52 ) uniform float)
0:37 '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, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
0:37 clamp ( temp float)
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
0:37 '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, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
@ -15,65 +15,65 @@ gl_FragCoord origin is upper left
0:37 Constant:
0:37 1.000000
0:40 Sequence
0:40 move second child to first child (temp uint)
0:40 'sizeQueryTemp' (temp uint)
0:40 textureSize (temp uint)
0:40 'g_tTex1df4' (uniform texture1D)
0:40 move second child to first child ( temp uint)
0:40 'sizeQueryTemp' ( temp uint)
0:40 textureSize ( temp uint)
0:40 'g_tTex1df4' ( uniform texture1D)
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child (temp int)
0:40 'WidthI' (temp int)
0:40 Convert uint to int (temp int)
0:40 'sizeQueryTemp' (temp uint)
0:40 move second child to first child ( temp int)
0:40 'WidthI' ( temp int)
0:40 Convert uint to int ( temp int)
0:40 'sizeQueryTemp' ( temp uint)
0:41 Sequence
0:41 move second child to first child (temp uint)
0:41 'sizeQueryTemp' (temp uint)
0:41 textureSize (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:41 move second child to first child ( temp uint)
0:41 'sizeQueryTemp' ( temp uint)
0:41 textureSize ( temp uint)
0:41 'g_tTex1df4' ( uniform texture1D)
0:41 Constant:
0:41 6 (const uint)
0:41 move second child to first child (temp int)
0:41 'WidthI' (temp int)
0:41 Convert uint to int (temp int)
0:41 'sizeQueryTemp' (temp uint)
0:41 move second child to first child (temp uint)
0:41 'NumberOfLevelsU' (temp uint)
0:41 textureQueryLevels (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:41 move second child to first child ( temp int)
0:41 'WidthI' ( temp int)
0:41 Convert uint to int ( temp int)
0:41 'sizeQueryTemp' ( temp uint)
0:41 move second child to first child ( temp uint)
0:41 'NumberOfLevelsU' ( temp uint)
0:41 textureQueryLevels ( temp uint)
0:41 'g_tTex1df4' ( uniform texture1D)
0:42 Sequence
0:42 move second child to first child (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 textureSize (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:42 move second child to first child ( temp uint)
0:42 'sizeQueryTemp' ( temp uint)
0:42 textureSize ( temp uint)
0:42 'g_tTex1df4' ( uniform texture1D)
0:42 Constant:
0:42 6 (const uint)
0:42 move second child to first child (temp uint)
0:42 'WidthU' (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 move second child to first child (temp int)
0:42 'NumberOfLevelsI' (temp int)
0:42 Convert uint to int (temp int)
0:42 textureQueryLevels (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:42 move second child to first child ( temp uint)
0:42 'WidthU' ( temp uint)
0:42 'sizeQueryTemp' ( temp uint)
0:42 move second child to first child ( temp int)
0:42 'NumberOfLevelsI' ( temp int)
0:42 Convert uint to int ( temp int)
0:42 textureQueryLevels ( temp uint)
0:42 'g_tTex1df4' ( uniform texture1D)
0:43 Sequence
0:43 move second child to first child (temp uint)
0:43 'sizeQueryTemp' (temp uint)
0:43 textureSize (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:43 move second child to first child ( temp uint)
0:43 'sizeQueryTemp' ( temp uint)
0:43 textureSize ( temp uint)
0:43 'g_tTex1df4' ( uniform texture1D)
0:43 Constant:
0:43 6 (const uint)
0:43 move second child to first child (temp int)
0:43 'WidthI' (temp int)
0:43 Convert uint to int (temp int)
0:43 'sizeQueryTemp' (temp uint)
0:43 move second child to first child (temp int)
0:43 'NumberOfLevelsI' (temp int)
0:43 Convert uint to int (temp int)
0:43 textureQueryLevels (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:47 move second child to first child (temp 4-component vector of float)
0:47 color: direct index for structure (temp 4-component vector of float)
0:47 'ps_output' (temp structure{temp 4-component vector of float color})
0:43 move second child to first child ( temp int)
0:43 'WidthI' ( temp int)
0:43 Convert uint to int ( temp int)
0:43 'sizeQueryTemp' ( temp uint)
0:43 move second child to first child ( temp int)
0:43 'NumberOfLevelsI' ( temp int)
0:43 Convert uint to int ( temp int)
0:43 textureQueryLevels ( temp uint)
0:43 'g_tTex1df4' ( uniform texture1D)
0:47 move second child to first child ( temp 4-component vector of float)
0:47 color: direct index for structure ( temp 4-component vector of float)
0:47 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:47 Constant:
0:47 0 (const int)
0:47 Constant:
@ -82,22 +82,22 @@ gl_FragCoord origin is upper left
0:47 0.000000
0:47 0.000000
0:48 Branch: Return with expression
0:48 'ps_output' (temp structure{temp 4-component vector of float color})
0:20 Function Definition: main( (temp void)
0:48 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 Sequence
0:20 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:20 color: direct index for structure (temp 4-component vector of float)
0:20 Function Call: @main( (temp structure{temp 4-component vector of float color})
0:20 move second child to first child ( temp 4-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Linker Objects
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTex1df4' (uniform texture1D)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
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, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
0:? 'color' (layout( location=0) out 4-component vector of float)
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, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
Linked fragment stage:
@ -106,12 +106,12 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:20 Function Definition: @main( (temp structure{temp 4-component vector of float color})
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:20 Function Parameters:
0:? Sequence
0:37 clamp (temp float)
0:37 fpos: direct index for structure (layout(offset=52 ) uniform float)
0:37 '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, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
0:37 clamp ( temp float)
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
0:37 '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, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
@ -119,65 +119,65 @@ gl_FragCoord origin is upper left
0:37 Constant:
0:37 1.000000
0:40 Sequence
0:40 move second child to first child (temp uint)
0:40 'sizeQueryTemp' (temp uint)
0:40 textureSize (temp uint)
0:40 'g_tTex1df4' (uniform texture1D)
0:40 move second child to first child ( temp uint)
0:40 'sizeQueryTemp' ( temp uint)
0:40 textureSize ( temp uint)
0:40 'g_tTex1df4' ( uniform texture1D)
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child (temp int)
0:40 'WidthI' (temp int)
0:40 Convert uint to int (temp int)
0:40 'sizeQueryTemp' (temp uint)
0:40 move second child to first child ( temp int)
0:40 'WidthI' ( temp int)
0:40 Convert uint to int ( temp int)
0:40 'sizeQueryTemp' ( temp uint)
0:41 Sequence
0:41 move second child to first child (temp uint)
0:41 'sizeQueryTemp' (temp uint)
0:41 textureSize (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:41 move second child to first child ( temp uint)
0:41 'sizeQueryTemp' ( temp uint)
0:41 textureSize ( temp uint)
0:41 'g_tTex1df4' ( uniform texture1D)
0:41 Constant:
0:41 6 (const uint)
0:41 move second child to first child (temp int)
0:41 'WidthI' (temp int)
0:41 Convert uint to int (temp int)
0:41 'sizeQueryTemp' (temp uint)
0:41 move second child to first child (temp uint)
0:41 'NumberOfLevelsU' (temp uint)
0:41 textureQueryLevels (temp uint)
0:41 'g_tTex1df4' (uniform texture1D)
0:41 move second child to first child ( temp int)
0:41 'WidthI' ( temp int)
0:41 Convert uint to int ( temp int)
0:41 'sizeQueryTemp' ( temp uint)
0:41 move second child to first child ( temp uint)
0:41 'NumberOfLevelsU' ( temp uint)
0:41 textureQueryLevels ( temp uint)
0:41 'g_tTex1df4' ( uniform texture1D)
0:42 Sequence
0:42 move second child to first child (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 textureSize (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:42 move second child to first child ( temp uint)
0:42 'sizeQueryTemp' ( temp uint)
0:42 textureSize ( temp uint)
0:42 'g_tTex1df4' ( uniform texture1D)
0:42 Constant:
0:42 6 (const uint)
0:42 move second child to first child (temp uint)
0:42 'WidthU' (temp uint)
0:42 'sizeQueryTemp' (temp uint)
0:42 move second child to first child (temp int)
0:42 'NumberOfLevelsI' (temp int)
0:42 Convert uint to int (temp int)
0:42 textureQueryLevels (temp uint)
0:42 'g_tTex1df4' (uniform texture1D)
0:42 move second child to first child ( temp uint)
0:42 'WidthU' ( temp uint)
0:42 'sizeQueryTemp' ( temp uint)
0:42 move second child to first child ( temp int)
0:42 'NumberOfLevelsI' ( temp int)
0:42 Convert uint to int ( temp int)
0:42 textureQueryLevels ( temp uint)
0:42 'g_tTex1df4' ( uniform texture1D)
0:43 Sequence
0:43 move second child to first child (temp uint)
0:43 'sizeQueryTemp' (temp uint)
0:43 textureSize (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:43 move second child to first child ( temp uint)
0:43 'sizeQueryTemp' ( temp uint)
0:43 textureSize ( temp uint)
0:43 'g_tTex1df4' ( uniform texture1D)
0:43 Constant:
0:43 6 (const uint)
0:43 move second child to first child (temp int)
0:43 'WidthI' (temp int)
0:43 Convert uint to int (temp int)
0:43 'sizeQueryTemp' (temp uint)
0:43 move second child to first child (temp int)
0:43 'NumberOfLevelsI' (temp int)
0:43 Convert uint to int (temp int)
0:43 textureQueryLevels (temp uint)
0:43 'g_tTex1df4' (uniform texture1D)
0:47 move second child to first child (temp 4-component vector of float)
0:47 color: direct index for structure (temp 4-component vector of float)
0:47 'ps_output' (temp structure{temp 4-component vector of float color})
0:43 move second child to first child ( temp int)
0:43 'WidthI' ( temp int)
0:43 Convert uint to int ( temp int)
0:43 'sizeQueryTemp' ( temp uint)
0:43 move second child to first child ( temp int)
0:43 'NumberOfLevelsI' ( temp int)
0:43 Convert uint to int ( temp int)
0:43 textureQueryLevels ( temp uint)
0:43 'g_tTex1df4' ( uniform texture1D)
0:47 move second child to first child ( temp 4-component vector of float)
0:47 color: direct index for structure ( temp 4-component vector of float)
0:47 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:47 Constant:
0:47 0 (const int)
0:47 Constant:
@ -186,22 +186,22 @@ gl_FragCoord origin is upper left
0:47 0.000000
0:47 0.000000
0:48 Branch: Return with expression
0:48 'ps_output' (temp structure{temp 4-component vector of float color})
0:20 Function Definition: main( (temp void)
0:48 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:20 Function Definition: main( ( temp void)
0:20 Function Parameters:
0:? Sequence
0:20 Sequence
0:20 move second child to first child (temp 4-component vector of float)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
0:20 color: direct index for structure (temp 4-component vector of float)
0:20 Function Call: @main( (temp structure{temp 4-component vector of float color})
0:20 move second child to first child ( temp 4-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
0:20 0 (const int)
0:? Linker Objects
0:? 'g_tTexbfs' (layout(r32f ) uniform samplerBuffer)
0:? 'g_tTex1df4' (uniform texture1D)
0:? 'color' (layout(location=0 ) out 4-component vector of float)
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, layout(offset=48 ) uniform uint upos, layout(offset=52 ) uniform float fpos})
0:? 'g_tTexbfs' (layout( r32f) uniform samplerBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
0:? 'color' (layout( location=0) out 4-component vector of float)
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, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
// Module Version 10000
// Generated by (magic number): 80001