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

@@ -2,107 +2,107 @@ hlsl.if.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 Test condition and select (temp void)
0:3 Test condition and select ( temp void)
0:3 Condition
0:3 all (temp bool)
0:3 Equal (temp 4-component vector of bool)
0:3 'input' (in 4-component vector of float)
0:3 'input' (in 4-component vector of float)
0:3 all ( temp bool)
0:3 Equal ( temp 4-component vector of bool)
0:3 'input' ( in 4-component vector of float)
0:3 'input' ( in 4-component vector of float)
0:3 true case
0:4 Branch: Return with expression
0:4 'input' (in 4-component vector of float)
0:6 Test condition and select (temp void)
0:4 'input' ( in 4-component vector of float)
0:6 Test condition and select ( temp void)
0:6 Condition
0:6 all (temp bool)
0:6 Equal (temp 4-component vector of bool)
0:6 'input' (in 4-component vector of float)
0:6 'input' (in 4-component vector of float)
0:6 all ( temp bool)
0:6 Equal ( temp 4-component vector of bool)
0:6 'input' ( in 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:6 true case
0:7 Branch: Return with expression
0:7 'input' (in 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:6 false case
0:9 Branch: Return with expression
0:9 Negate value (temp 4-component vector of float)
0:9 'input' (in 4-component vector of float)
0:11 Test condition and select (temp void)
0:9 Negate value ( temp 4-component vector of float)
0:9 'input' ( in 4-component vector of float)
0:11 Test condition and select ( temp void)
0:11 Condition
0:11 all (temp bool)
0:11 Equal (temp 4-component vector of bool)
0:11 'input' (in 4-component vector of float)
0:11 'input' (in 4-component vector of float)
0:11 all ( temp bool)
0:11 Equal ( temp 4-component vector of bool)
0:11 'input' ( in 4-component vector of float)
0:11 'input' ( in 4-component vector of float)
0:11 true case is null
0:14 Test condition and select (temp void)
0:14 Test condition and select ( temp void)
0:14 Condition
0:14 all (temp bool)
0:14 Equal (temp 4-component vector of bool)
0:14 'input' (in 4-component vector of float)
0:14 'input' (in 4-component vector of float)
0:14 all ( temp bool)
0:14 Equal ( temp 4-component vector of bool)
0:14 'input' ( in 4-component vector of float)
0:14 'input' ( in 4-component vector of float)
0:14 true case is null
0:19 Test condition and select (temp void)
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 all (temp bool)
0:19 Equal (temp 4-component vector of bool)
0:19 'input' (in 4-component vector of float)
0:19 'input' (in 4-component vector of float)
0:19 all ( temp bool)
0:19 Equal ( temp 4-component vector of bool)
0:19 'input' ( in 4-component vector of float)
0:19 'input' ( in 4-component vector of float)
0:19 true case
0:? Sequence
0:20 Branch: Return with expression
0:20 'input' (in 4-component vector of float)
0:23 Test condition and select (temp void)
0:20 'input' ( in 4-component vector of float)
0:23 Test condition and select ( temp void)
0:23 Condition
0:23 all (temp bool)
0:23 Equal (temp 4-component vector of bool)
0:23 'input' (in 4-component vector of float)
0:23 'input' (in 4-component vector of float)
0:23 all ( temp bool)
0:23 Equal ( temp 4-component vector of bool)
0:23 'input' ( in 4-component vector of float)
0:23 'input' ( in 4-component vector of float)
0:23 true case
0:? Sequence
0:24 Branch: Return with expression
0:24 'input' (in 4-component vector of float)
0:24 'input' ( in 4-component vector of float)
0:23 false case
0:? Sequence
0:26 Branch: Return with expression
0:26 Negate value (temp 4-component vector of float)
0:26 'input' (in 4-component vector of float)
0:30 Test condition and select (temp void)
0:26 Negate value ( temp 4-component vector of float)
0:26 'input' ( in 4-component vector of float)
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 move second child to first child (temp float)
0:30 'ii' (temp float)
0:30 direct index (temp float)
0:30 'input' (in 4-component vector of float)
0:30 move second child to first child ( temp float)
0:30 'ii' ( temp float)
0:30 direct index ( temp float)
0:30 'input' ( in 4-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 true case
0:31 Pre-Increment (temp float)
0:31 'ii' (temp float)
0:32 Pre-Increment (temp int)
0:32 'ii' (temp int)
0:33 Test condition and select (temp void)
0:31 Pre-Increment ( temp float)
0:31 'ii' ( temp float)
0:32 Pre-Increment ( temp int)
0:32 'ii' ( temp int)
0:33 Test condition and select ( temp void)
0:33 Condition
0:33 Compare Equal (temp bool)
0:33 Convert int to float (temp float)
0:33 'ii' (temp int)
0:33 Compare Equal ( temp bool)
0:33 Convert int to float ( temp float)
0:33 'ii' ( temp int)
0:33 Constant:
0:33 1.000000
0:33 true case
0:34 Pre-Increment (temp int)
0:34 'ii' (temp int)
0:2 Function Definition: PixelShaderFunction( (temp void)
0:34 Pre-Increment ( temp int)
0:34 'ii' ( temp int)
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:
@@ -111,107 +111,107 @@ 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 Test condition and select (temp void)
0:3 Test condition and select ( temp void)
0:3 Condition
0:3 all (temp bool)
0:3 Equal (temp 4-component vector of bool)
0:3 'input' (in 4-component vector of float)
0:3 'input' (in 4-component vector of float)
0:3 all ( temp bool)
0:3 Equal ( temp 4-component vector of bool)
0:3 'input' ( in 4-component vector of float)
0:3 'input' ( in 4-component vector of float)
0:3 true case
0:4 Branch: Return with expression
0:4 'input' (in 4-component vector of float)
0:6 Test condition and select (temp void)
0:4 'input' ( in 4-component vector of float)
0:6 Test condition and select ( temp void)
0:6 Condition
0:6 all (temp bool)
0:6 Equal (temp 4-component vector of bool)
0:6 'input' (in 4-component vector of float)
0:6 'input' (in 4-component vector of float)
0:6 all ( temp bool)
0:6 Equal ( temp 4-component vector of bool)
0:6 'input' ( in 4-component vector of float)
0:6 'input' ( in 4-component vector of float)
0:6 true case
0:7 Branch: Return with expression
0:7 'input' (in 4-component vector of float)
0:7 'input' ( in 4-component vector of float)
0:6 false case
0:9 Branch: Return with expression
0:9 Negate value (temp 4-component vector of float)
0:9 'input' (in 4-component vector of float)
0:11 Test condition and select (temp void)
0:9 Negate value ( temp 4-component vector of float)
0:9 'input' ( in 4-component vector of float)
0:11 Test condition and select ( temp void)
0:11 Condition
0:11 all (temp bool)
0:11 Equal (temp 4-component vector of bool)
0:11 'input' (in 4-component vector of float)
0:11 'input' (in 4-component vector of float)
0:11 all ( temp bool)
0:11 Equal ( temp 4-component vector of bool)
0:11 'input' ( in 4-component vector of float)
0:11 'input' ( in 4-component vector of float)
0:11 true case is null
0:14 Test condition and select (temp void)
0:14 Test condition and select ( temp void)
0:14 Condition
0:14 all (temp bool)
0:14 Equal (temp 4-component vector of bool)
0:14 'input' (in 4-component vector of float)
0:14 'input' (in 4-component vector of float)
0:14 all ( temp bool)
0:14 Equal ( temp 4-component vector of bool)
0:14 'input' ( in 4-component vector of float)
0:14 'input' ( in 4-component vector of float)
0:14 true case is null
0:19 Test condition and select (temp void)
0:19 Test condition and select ( temp void)
0:19 Condition
0:19 all (temp bool)
0:19 Equal (temp 4-component vector of bool)
0:19 'input' (in 4-component vector of float)
0:19 'input' (in 4-component vector of float)
0:19 all ( temp bool)
0:19 Equal ( temp 4-component vector of bool)
0:19 'input' ( in 4-component vector of float)
0:19 'input' ( in 4-component vector of float)
0:19 true case
0:? Sequence
0:20 Branch: Return with expression
0:20 'input' (in 4-component vector of float)
0:23 Test condition and select (temp void)
0:20 'input' ( in 4-component vector of float)
0:23 Test condition and select ( temp void)
0:23 Condition
0:23 all (temp bool)
0:23 Equal (temp 4-component vector of bool)
0:23 'input' (in 4-component vector of float)
0:23 'input' (in 4-component vector of float)
0:23 all ( temp bool)
0:23 Equal ( temp 4-component vector of bool)
0:23 'input' ( in 4-component vector of float)
0:23 'input' ( in 4-component vector of float)
0:23 true case
0:? Sequence
0:24 Branch: Return with expression
0:24 'input' (in 4-component vector of float)
0:24 'input' ( in 4-component vector of float)
0:23 false case
0:? Sequence
0:26 Branch: Return with expression
0:26 Negate value (temp 4-component vector of float)
0:26 'input' (in 4-component vector of float)
0:30 Test condition and select (temp void)
0:26 Negate value ( temp 4-component vector of float)
0:26 'input' ( in 4-component vector of float)
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 move second child to first child (temp float)
0:30 'ii' (temp float)
0:30 direct index (temp float)
0:30 'input' (in 4-component vector of float)
0:30 move second child to first child ( temp float)
0:30 'ii' ( temp float)
0:30 direct index ( temp float)
0:30 'input' ( in 4-component vector of float)
0:30 Constant:
0:30 2 (const int)
0:30 true case
0:31 Pre-Increment (temp float)
0:31 'ii' (temp float)
0:32 Pre-Increment (temp int)
0:32 'ii' (temp int)
0:33 Test condition and select (temp void)
0:31 Pre-Increment ( temp float)
0:31 'ii' ( temp float)
0:32 Pre-Increment ( temp int)
0:32 'ii' ( temp int)
0:33 Test condition and select ( temp void)
0:33 Condition
0:33 Compare Equal (temp bool)
0:33 Convert int to float (temp float)
0:33 'ii' (temp int)
0:33 Compare Equal ( temp bool)
0:33 Convert int to float ( temp float)
0:33 'ii' ( temp int)
0:33 Constant:
0:33 1.000000
0:33 true case
0:34 Pre-Increment (temp int)
0:34 'ii' (temp int)
0:2 Function Definition: PixelShaderFunction( (temp void)
0:34 Pre-Increment ( temp int)
0:34 'ii' ( temp int)
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