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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@@ -3,29 +3,29 @@ ERROR: 0:14: 'non-constant initializer' : not supported for this version or the
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ERROR: 0:17: '' : array size must be a constant integer expression
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ERROR: 0:18: '' : array size must be a constant integer expression
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ERROR: 0:19: '' : array size must be a constant integer expression
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ERROR: 0:27: '=' : global const initializers must be constant 'const structure{global 3-component vector of float v3, global 2-component vector of int iv2}'
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ERROR: 0:33: '=' : global const initializers must be constant 'const structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}'
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ERROR: 0:27: '=' : global const initializers must be constant ' const structure{ global 3-component vector of float v3, global 2-component vector of int iv2}'
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ERROR: 0:33: '=' : global const initializers must be constant ' const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}'
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ERROR: 6 compilation errors. No code generated.
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Shader version: 330
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ERROR: node is still EOpNull!
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0:10 Function Definition: main( (global void)
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0:10 Function Definition: main( ( global void)
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0:10 Function Parameters:
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0:? Sequence
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0:14 Sequence
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0:14 move second child to first child (temp int)
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0:14 'a3' (const (read only) int)
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0:14 'uniformInt' (uniform int)
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0:14 move second child to first child ( temp int)
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0:14 'a3' ( const (read only) int)
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0:14 'uniformInt' ( uniform int)
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0:? Linker Objects
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0:? 'inVar' (smooth in 4-component vector of float)
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0:? 'outVar' (out 4-component vector of float)
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0:? 'constInt' (const int)
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0:? 'inVar' ( smooth in 4-component vector of float)
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0:? 'outVar' ( out 4-component vector of float)
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0:? 'constInt' ( const int)
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0:? 3 (const int)
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0:? 'uniformInt' (uniform int)
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0:? 's' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2})
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0:? 's2' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
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0:? 'f' (const float)
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0:? 'uniformInt' ( uniform int)
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0:? 's' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2})
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0:? 's2' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
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0:? 'f' ( const float)
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0:? 3.000000
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@@ -34,21 +34,21 @@ Linked fragment stage:
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Shader version: 330
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ERROR: node is still EOpNull!
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0:10 Function Definition: main( (global void)
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0:10 Function Definition: main( ( global void)
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0:10 Function Parameters:
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0:? Sequence
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0:14 Sequence
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0:14 move second child to first child (temp int)
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0:14 'a3' (const (read only) int)
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0:14 'uniformInt' (uniform int)
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0:14 move second child to first child ( temp int)
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0:14 'a3' ( const (read only) int)
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0:14 'uniformInt' ( uniform int)
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0:? Linker Objects
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0:? 'inVar' (smooth in 4-component vector of float)
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0:? 'outVar' (out 4-component vector of float)
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0:? 'constInt' (const int)
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0:? 'inVar' ( smooth in 4-component vector of float)
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0:? 'outVar' ( out 4-component vector of float)
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0:? 'constInt' ( const int)
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0:? 3 (const int)
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0:? 'uniformInt' (uniform int)
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0:? 's' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2})
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0:? 's2' (temp structure{global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
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0:? 'f' (const float)
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0:? 'uniformInt' ( uniform int)
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0:? 's' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2})
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0:? 's2' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
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0:? 'f' ( const float)
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0:? 3.000000
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