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

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