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

@@ -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