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:
@@ -2,9 +2,9 @@ hlsl.doLoop.frag
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
|
||||
0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
|
||||
0:2 Function Parameters:
|
||||
0:2 'input' (in 4-component vector of float)
|
||||
0:2 'input' ( in 4-component vector of float)
|
||||
0:? Sequence
|
||||
0:3 Loop with condition not tested first
|
||||
0:3 Loop Condition
|
||||
@@ -18,26 +18,26 @@ gl_FragCoord origin is upper left
|
||||
0:4 No loop body
|
||||
0:5 Loop with condition not tested first
|
||||
0:5 Loop Condition
|
||||
0:5 all (temp bool)
|
||||
0:5 Equal (temp 4-component vector of bool)
|
||||
0:5 'input' (in 4-component vector of float)
|
||||
0:5 'input' (in 4-component vector of float)
|
||||
0:5 all ( temp bool)
|
||||
0:5 Equal ( temp 4-component vector of bool)
|
||||
0:5 'input' ( in 4-component vector of float)
|
||||
0:5 'input' ( in 4-component vector of float)
|
||||
0:5 Loop Body
|
||||
0:5 Branch: Return with expression
|
||||
0:5 'input' (in 4-component vector of float)
|
||||
0:2 Function Definition: PixelShaderFunction( (temp void)
|
||||
0:5 'input' ( in 4-component vector of float)
|
||||
0:2 Function Definition: PixelShaderFunction( ( temp void)
|
||||
0:2 Function Parameters:
|
||||
0:? Sequence
|
||||
0:2 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
||||
0:2 move second child to first child (temp 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
|
||||
0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:2 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:2 move second child to first child ( temp 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||
0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:? Linker Objects
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
@@ -46,9 +46,9 @@ Linked fragment stage:
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:2 Function Definition: @PixelShaderFunction(vf4; (temp 4-component vector of float)
|
||||
0:2 Function Definition: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
|
||||
0:2 Function Parameters:
|
||||
0:2 'input' (in 4-component vector of float)
|
||||
0:2 'input' ( in 4-component vector of float)
|
||||
0:? Sequence
|
||||
0:3 Loop with condition not tested first
|
||||
0:3 Loop Condition
|
||||
@@ -62,26 +62,26 @@ gl_FragCoord origin is upper left
|
||||
0:4 No loop body
|
||||
0:5 Loop with condition not tested first
|
||||
0:5 Loop Condition
|
||||
0:5 all (temp bool)
|
||||
0:5 Equal (temp 4-component vector of bool)
|
||||
0:5 'input' (in 4-component vector of float)
|
||||
0:5 'input' (in 4-component vector of float)
|
||||
0:5 all ( temp bool)
|
||||
0:5 Equal ( temp 4-component vector of bool)
|
||||
0:5 'input' ( in 4-component vector of float)
|
||||
0:5 'input' ( in 4-component vector of float)
|
||||
0:5 Loop Body
|
||||
0:5 Branch: Return with expression
|
||||
0:5 'input' (in 4-component vector of float)
|
||||
0:2 Function Definition: PixelShaderFunction( (temp void)
|
||||
0:5 'input' ( in 4-component vector of float)
|
||||
0:2 Function Definition: PixelShaderFunction( ( temp void)
|
||||
0:2 Function Parameters:
|
||||
0:? Sequence
|
||||
0:2 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
||||
0:2 move second child to first child (temp 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
|
||||
0:2 Function Call: @PixelShaderFunction(vf4; (temp 4-component vector of float)
|
||||
0:? 'input' (temp 4-component vector of float)
|
||||
0:2 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
0:2 move second child to first child ( temp 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||
0:2 Function Call: @PixelShaderFunction(vf4; ( temp 4-component vector of float)
|
||||
0:? 'input' ( temp 4-component vector of float)
|
||||
0:? Linker Objects
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'input' (layout(location=0 ) in 4-component vector of float)
|
||||
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'input' (layout( location=0) in 4-component vector of float)
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
|
||||
Reference in New Issue
Block a user