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:
@@ -2,75 +2,75 @@ hlsl.array.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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0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (in int)
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0:8 'input' (in 3-element array of 4-component vector of float)
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0:8 'i' ( in int)
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0:8 'input' ( in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 direct index (layout( offset=0) temp 4-component vector of float)
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0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 indirect index (layout( offset=0) temp 4-component vector of float)
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0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 'i' ( in int)
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0:10 direct index ( temp 4-component vector of float)
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0:10 'input' ( in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 indirect index ( temp 4-component vector of float)
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0:10 'input' ( in 3-element array of 4-component vector of float)
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0:10 'i' ( in int)
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0:10 direct index ( temp 4-component vector of float)
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0:10 'b' ( temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 indirect index ( temp 4-component vector of float)
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0:10 'b' ( temp 10-element array of 4-component vector of float)
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0:10 'i' ( in int)
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0:10 indirect index ( temp 4-component vector of float)
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0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (in int)
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0:10 'i' ( in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (in int)
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0:8 Function Definition: PixelShaderFunction( (temp void)
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0:10 'i' ( in int)
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0:8 Function Definition: PixelShaderFunction( ( temp void)
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0:8 Function Parameters:
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0:? Sequence
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0:8 move second child to first child (temp int)
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0:? 'i' (temp int)
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0:? 'i' (layout(location=0 ) in int)
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0:8 move second child to first child (temp 3-element array of 4-component vector of float)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:8 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:? 'i' (temp int)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:8 move second child to first child ( temp int)
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0:? 'i' ( temp int)
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0:? 'i' (layout( location=0) in int)
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0:8 move second child to first child ( temp 3-element array of 4-component vector of float)
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0:? 'input' ( temp 3-element array of 4-component vector of float)
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0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
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0:8 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
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0:? 'i' ( temp int)
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0:? 'input' ( temp 3-element array of 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'i' (layout( location=0) in int)
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0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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Linked fragment stage:
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@@ -79,75 +79,75 @@ 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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0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:8 Function Definition: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
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0:8 Function Parameters:
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0:8 'i' (in int)
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0:8 'input' (in 3-element array of 4-component vector of float)
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0:8 'i' ( in int)
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0:8 'input' ( in 3-element array of 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 add (temp 4-component vector of float)
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0:10 direct index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 add ( temp 4-component vector of float)
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0:10 direct index (layout( offset=0) temp 4-component vector of float)
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0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 Constant:
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0:10 1 (const int)
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0:10 indirect index (layout(offset=0 ) temp 4-component vector of float)
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0:10 a: direct index for structure (layout(offset=0 ) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 indirect index (layout( offset=0) temp 4-component vector of float)
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0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 0 (const uint)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 'i' ( in int)
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0:10 direct index ( temp 4-component vector of float)
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0:10 'input' ( in 3-element array of 4-component vector of float)
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0:10 Constant:
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0:10 2 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'input' (in 3-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 direct index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 indirect index ( temp 4-component vector of float)
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0:10 'input' ( in 3-element array of 4-component vector of float)
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0:10 'i' ( in int)
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0:10 direct index ( temp 4-component vector of float)
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0:10 'b' ( temp 10-element array of 4-component vector of float)
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0:10 Constant:
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0:10 5 (const int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 'b' (temp 10-element array of 4-component vector of float)
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0:10 'i' (in int)
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0:10 indirect index (temp 4-component vector of float)
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0:10 m: direct index for structure (temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout(offset=64 ) temp structure{temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:10 indirect index ( temp 4-component vector of float)
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0:10 'b' ( temp 10-element array of 4-component vector of float)
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0:10 'i' ( in int)
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0:10 indirect index ( temp 4-component vector of float)
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0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
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0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
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0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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0:10 Constant:
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0:10 1 (const uint)
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0:10 'i' (in int)
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0:10 'i' ( in int)
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0:10 Constant:
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0:10 0 (const int)
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0:10 'i' (in int)
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0:8 Function Definition: PixelShaderFunction( (temp void)
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0:10 'i' ( in int)
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0:8 Function Definition: PixelShaderFunction( ( temp void)
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0:8 Function Parameters:
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0:? Sequence
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0:8 move second child to first child (temp int)
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0:? 'i' (temp int)
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0:? 'i' (layout(location=0 ) in int)
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0:8 move second child to first child (temp 3-element array of 4-component vector of float)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:8 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; (temp 4-component vector of float)
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0:? 'i' (temp int)
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0:? 'input' (temp 3-element array of 4-component vector of float)
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0:8 move second child to first child ( temp int)
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0:? 'i' ( temp int)
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0:? 'i' (layout( location=0) in int)
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0:8 move second child to first child ( temp 3-element array of 4-component vector of float)
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0:? 'input' ( temp 3-element array of 4-component vector of float)
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0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
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0:8 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:8 Function Call: @PixelShaderFunction(i1;vf4[3]; ( temp 4-component vector of float)
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0:? 'i' ( temp int)
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0:? 'input' ( temp 3-element array of 4-component vector of float)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'i' (layout(location=0 ) in int)
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0:? 'input' (layout(location=1 ) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-element array of 4-component vector of float a, layout(offset=64 ) uniform 11-element array of structure{temp 7-element array of 4-component vector of float m} s})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'i' (layout( location=0) in int)
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0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
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// Module Version 10000
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// Generated by (magic number): 80001
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