Fix isIoResizeArray() tessellation stage handling
This commit is contained in:
254
Test/baseResults/link.tesselation.tese.out
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254
Test/baseResults/link.tesselation.tese.out
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link.tesselation.tese
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Shader version: 440
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input primitive = triangles
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vertex spacing = fractional_odd_spacing
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triangle order = cw
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0:? Sequence
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0:15 Function Definition: main( ( global void)
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0:15 Function Parameters:
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0:17 Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp float)
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0:17 'u' ( temp float)
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0:17 direct index ( temp float)
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0:17 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:17 Constant:
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0:17 0 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'v' ( temp float)
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0:18 direct index ( temp float)
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0:18 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:18 Constant:
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0:18 1 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'w' ( temp float)
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0:19 direct index ( temp float)
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0:19 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:19 Constant:
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0:19 2 (const int)
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0:21 Sequence
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0:21 move second child to first child ( temp 2-component vector of float)
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0:21 'newUv' ( temp 2-component vector of float)
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0:21 Construct vec2 ( temp 2-component vector of float)
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0:21 add ( temp 2-component vector of float)
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0:21 add ( temp 2-component vector of float)
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0:21 vector-scale ( temp 2-component vector of float)
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0:21 'u' ( temp float)
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0:21 texCoord: direct index for structure ( in 2-component vector of float)
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0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21 Constant:
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0:21 0 (const int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 vector-scale ( temp 2-component vector of float)
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0:21 'v' ( temp float)
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0:21 texCoord: direct index for structure ( in 2-component vector of float)
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0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21 Constant:
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0:21 1 (const int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 vector-scale ( temp 2-component vector of float)
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0:21 'w' ( temp float)
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0:21 texCoord: direct index for structure ( in 2-component vector of float)
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0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21 Constant:
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0:21 2 (const int)
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0:21 Constant:
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0:21 0 (const int)
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0:22 move second child to first child ( temp 2-component vector of float)
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0:22 texCoord: direct index for structure ( out 2-component vector of float)
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0:22 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:22 Constant:
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0:22 0 (const int)
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0:22 'newUv' ( temp 2-component vector of float)
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0:23 move second child to first child ( temp 4-component vector of float)
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0:23 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:23 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:23 Constant:
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0:23 0 (const uint)
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0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:23 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:23 'gl_PatchVerticesIn' ( in int PatchVertices)
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0:23 Constant:
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0:23 0 (const int)
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0:? Linker Objects
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0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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link.tesselation.tesc
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Shader version: 440
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vertices = 3
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0:? Sequence
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0:14 Function Definition: main( ( global void)
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0:14 Function Parameters:
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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 texCoord: direct index for structure ( out 2-component vector of float)
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0:16 indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord})
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0:16 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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0:16 'gl_InvocationID' ( in int InvocationID)
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0:16 Constant:
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0:16 0 (const int)
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0:16 texCoord: direct index for structure ( in 2-component vector of float)
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0:16 indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:16 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:16 'gl_InvocationID' ( in int InvocationID)
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0:16 Constant:
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0:16 0 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'tessLevel' ( temp float)
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0:18 Constant:
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0:18 10.000000
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0:19 move second child to first child ( temp float)
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0:19 indirect index ( patch temp float TessLevelOuter)
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0:19 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
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0:19 'gl_InvocationID' ( in int InvocationID)
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0:19 'tessLevel' ( temp float)
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0:20 move second child to first child ( temp float)
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0:20 direct index ( patch temp float TessLevelInner)
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0:20 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
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0:20 Constant:
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0:20 0 (const int)
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0:20 'tessLevel' ( temp float)
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0:? Linker Objects
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0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:? 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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Linked tessellation control stage:
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Linked tessellation evaluation stage:
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Shader version: 440
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vertices = 3
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0:? Sequence
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0:14 Function Definition: main( ( global void)
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0:14 Function Parameters:
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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 texCoord: direct index for structure ( out 2-component vector of float)
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0:16 indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord})
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0:16 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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0:16 'gl_InvocationID' ( in int InvocationID)
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0:16 Constant:
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0:16 0 (const int)
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0:16 texCoord: direct index for structure ( in 2-component vector of float)
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0:16 indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:16 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:16 'gl_InvocationID' ( in int InvocationID)
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0:16 Constant:
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0:16 0 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'tessLevel' ( temp float)
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0:18 Constant:
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0:18 10.000000
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0:19 move second child to first child ( temp float)
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0:19 indirect index ( patch temp float TessLevelOuter)
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0:19 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
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0:19 'gl_InvocationID' ( in int InvocationID)
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0:19 'tessLevel' ( temp float)
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0:20 move second child to first child ( temp float)
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0:20 direct index ( patch temp float TessLevelInner)
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0:20 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
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0:20 Constant:
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0:20 0 (const int)
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0:20 'tessLevel' ( temp float)
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0:? Linker Objects
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0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:? 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
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Shader version: 440
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input primitive = triangles
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vertex spacing = fractional_odd_spacing
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triangle order = cw
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0:? Sequence
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0:15 Function Definition: main( ( global void)
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0:15 Function Parameters:
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0:17 Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp float)
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0:17 'u' ( temp float)
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0:17 direct index ( temp float)
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0:17 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:17 Constant:
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0:17 0 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'v' ( temp float)
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0:18 direct index ( temp float)
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0:18 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:18 Constant:
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0:18 1 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'w' ( temp float)
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0:19 direct index ( temp float)
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0:19 'gl_TessCoord' ( in 3-component vector of float TessCoord)
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0:19 Constant:
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0:19 2 (const int)
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0:21 Sequence
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0:21 move second child to first child ( temp 2-component vector of float)
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0:21 'newUv' ( temp 2-component vector of float)
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0:21 Construct vec2 ( temp 2-component vector of float)
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0:21 add ( temp 2-component vector of float)
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0:21 add ( temp 2-component vector of float)
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0:21 vector-scale ( temp 2-component vector of float)
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0:21 'u' ( temp float)
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0:21 texCoord: direct index for structure ( in 2-component vector of float)
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0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21 Constant:
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0:21 0 (const int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 vector-scale ( temp 2-component vector of float)
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0:21 'v' ( temp float)
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0:21 texCoord: direct index for structure ( in 2-component vector of float)
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0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21 Constant:
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0:21 1 (const int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 vector-scale ( temp 2-component vector of float)
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0:21 'w' ( temp float)
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0:21 texCoord: direct index for structure ( in 2-component vector of float)
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0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
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0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:21 Constant:
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0:21 2 (const int)
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0:21 Constant:
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0:21 0 (const int)
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0:22 move second child to first child ( temp 2-component vector of float)
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0:22 texCoord: direct index for structure ( out 2-component vector of float)
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0:22 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:22 Constant:
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0:22 0 (const int)
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0:22 'newUv' ( temp 2-component vector of float)
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0:23 move second child to first child ( temp 4-component vector of float)
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0:23 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:23 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:23 Constant:
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0:23 0 (const uint)
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0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:23 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
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0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
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0:23 'gl_PatchVerticesIn' ( in int PatchVertices)
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0:23 Constant:
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0:23 0 (const int)
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0:? Linker Objects
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0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
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0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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