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

@@ -1,55 +1,55 @@
hlsl.intrinsics.negative.vert
Shader version: 450
0:? Sequence
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float)
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; ( temp float)
0:15 Function Parameters:
0:15 'inF0' (in float)
0:15 'inF1' (in float)
0:15 'inF2' (in float)
0:15 'inI0' (in int)
0:15 'inF0' ( in float)
0:15 'inF1' ( in float)
0:15 'inF2' ( in float)
0:15 'inI0' ( in int)
0:? Sequence
0:71 Branch: Return with expression
0:71 Constant:
0:71 0.000000
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
0:75 Function Parameters:
0:75 'inF0' (in 1-component vector of float)
0:75 'inF1' (in 1-component vector of float)
0:75 'inF2' (in 1-component vector of float)
0:75 'inI0' (in 1-component vector of int)
0:75 'inF0' ( in 1-component vector of float)
0:75 'inF1' ( in 1-component vector of float)
0:75 'inF2' ( in 1-component vector of float)
0:75 'inI0' ( in 1-component vector of int)
0:? Sequence
0:80 Branch: Return with expression
0:80 Constant:
0:80 0.000000
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
0:84 Function Parameters:
0:84 'inF0' (in 2-component vector of float)
0:84 'inF1' (in 2-component vector of float)
0:84 'inF2' (in 2-component vector of float)
0:84 'inI0' (in 2-component vector of int)
0:84 'inF0' ( in 2-component vector of float)
0:84 'inF1' ( in 2-component vector of float)
0:84 'inF2' ( in 2-component vector of float)
0:84 'inI0' ( in 2-component vector of int)
0:? Sequence
0:127 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' (in 3-component vector of float)
0:131 'inF1' (in 3-component vector of float)
0:131 'inF2' (in 3-component vector of float)
0:131 'inI0' (in 3-component vector of int)
0:131 'inF0' ( in 3-component vector of float)
0:131 'inF1' ( in 3-component vector of float)
0:131 'inF2' ( in 3-component vector of float)
0:131 'inI0' ( in 3-component vector of int)
0:? Sequence
0:172 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (in 4-component vector of float)
0:176 'inF1' (in 4-component vector of float)
0:176 'inF2' (in 4-component vector of float)
0:176 'inI0' (in 4-component vector of int)
0:176 'inF0' ( in 4-component vector of float)
0:176 'inF1' ( in 4-component vector of float)
0:176 'inF2' ( in 4-component vector of float)
0:176 'inI0' ( in 4-component vector of int)
0:? Sequence
0:217 Branch: Return with expression
0:? Constant:
@@ -57,33 +57,33 @@ Shader version: 450
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:176 Function Definition: VertexShaderFunction( (temp void)
0:176 Function Definition: VertexShaderFunction( ( temp void)
0:176 Function Parameters:
0:? Sequence
0:176 move second child to first child (temp 4-component vector of float)
0:? 'inF0' (temp 4-component vector of float)
0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 move second child to first child (temp 4-component vector of float)
0:? 'inF1' (temp 4-component vector of float)
0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
0:176 move second child to first child (temp 4-component vector of float)
0:? 'inF2' (temp 4-component vector of float)
0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
0:176 move second child to first child (temp 4-component vector of int)
0:? 'inI0' (temp 4-component vector of int)
0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
0:176 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:? 'inF0' (temp 4-component vector of float)
0:? 'inF1' (temp 4-component vector of float)
0:? 'inF2' (temp 4-component vector of float)
0:? 'inI0' (temp 4-component vector of int)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:176 move second child to first child ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:176 move second child to first child ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:176 move second child to first child ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:176 move second child to first child ( temp 4-component vector of int)
0:? 'inI0' ( temp 4-component vector of int)
0:? 'inI0' (layout( location=3) in 4-component vector of int)
0:176 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inI0' ( temp 4-component vector of int)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:226 Function Parameters:
0:226 'inF0' (in 2X2 matrix of float)
0:226 'inF1' (in 2X2 matrix of float)
0:226 'inF2' (in 2X2 matrix of float)
0:226 'inF0' ( in 2X2 matrix of float)
0:226 'inF1' ( in 2X2 matrix of float)
0:226 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:230 Branch: Return with expression
0:? Constant:
@@ -91,11 +91,11 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' (in 3X3 matrix of float)
0:234 'inF1' (in 3X3 matrix of float)
0:234 'inF2' (in 3X3 matrix of float)
0:234 'inF0' ( in 3X3 matrix of float)
0:234 'inF1' ( in 3X3 matrix of float)
0:234 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:238 Branch: Return with expression
0:? Constant:
@@ -108,11 +108,11 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' (in 4X4 matrix of float)
0:242 'inF1' (in 4X4 matrix of float)
0:242 'inF2' (in 4X4 matrix of float)
0:242 'inF0' ( in 4X4 matrix of float)
0:242 'inF1' ( in 4X4 matrix of float)
0:242 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:246 Branch: Return with expression
0:? Constant:
@@ -133,23 +133,23 @@ Shader version: 450
0:? 4.000000
0:? 4.000000
0:? Linker Objects
0:? 'gs_ua' (global uint)
0:? 'gs_ub' (global uint)
0:? 'gs_uc' (global uint)
0:? 'gs_ua2' (global 2-component vector of uint)
0:? 'gs_ub2' (global 2-component vector of uint)
0:? 'gs_uc2' (global 2-component vector of uint)
0:? 'gs_ua3' (global 3-component vector of uint)
0:? 'gs_ub3' (global 3-component vector of uint)
0:? 'gs_uc3' (global 3-component vector of uint)
0:? 'gs_ua4' (global 4-component vector of uint)
0:? 'gs_ub4' (global 4-component vector of uint)
0:? 'gs_uc4' (global 4-component vector of uint)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? 'gs_ua' ( global uint)
0:? 'gs_ub' ( global uint)
0:? 'gs_uc' ( global uint)
0:? 'gs_ua2' ( global 2-component vector of uint)
0:? 'gs_ub2' ( global 2-component vector of uint)
0:? 'gs_uc2' ( global 2-component vector of uint)
0:? 'gs_ua3' ( global 3-component vector of uint)
0:? 'gs_ub3' ( global 3-component vector of uint)
0:? 'gs_uc3' ( global 3-component vector of uint)
0:? 'gs_ua4' ( global 4-component vector of uint)
0:? 'gs_ub4' ( global 4-component vector of uint)
0:? 'gs_uc4' ( global 4-component vector of uint)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:? 'inI0' (layout( location=3) in 4-component vector of int)
Linked vertex stage:
@@ -157,55 +157,55 @@ Linked vertex stage:
Shader version: 450
0:? Sequence
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; (temp float)
0:15 Function Definition: VertexShaderFunctionS(f1;f1;f1;i1; ( temp float)
0:15 Function Parameters:
0:15 'inF0' (in float)
0:15 'inF1' (in float)
0:15 'inF2' (in float)
0:15 'inI0' (in int)
0:15 'inF0' ( in float)
0:15 'inF1' ( in float)
0:15 'inF2' ( in float)
0:15 'inI0' ( in int)
0:? Sequence
0:71 Branch: Return with expression
0:71 Constant:
0:71 0.000000
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
0:75 Function Definition: VertexShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
0:75 Function Parameters:
0:75 'inF0' (in 1-component vector of float)
0:75 'inF1' (in 1-component vector of float)
0:75 'inF2' (in 1-component vector of float)
0:75 'inI0' (in 1-component vector of int)
0:75 'inF0' ( in 1-component vector of float)
0:75 'inF1' ( in 1-component vector of float)
0:75 'inF2' ( in 1-component vector of float)
0:75 'inI0' ( in 1-component vector of int)
0:? Sequence
0:80 Branch: Return with expression
0:80 Constant:
0:80 0.000000
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
0:84 Function Definition: VertexShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
0:84 Function Parameters:
0:84 'inF0' (in 2-component vector of float)
0:84 'inF1' (in 2-component vector of float)
0:84 'inF2' (in 2-component vector of float)
0:84 'inI0' (in 2-component vector of int)
0:84 'inF0' ( in 2-component vector of float)
0:84 'inF1' ( in 2-component vector of float)
0:84 'inF2' ( in 2-component vector of float)
0:84 'inI0' ( in 2-component vector of int)
0:? Sequence
0:127 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
0:131 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:131 Function Parameters:
0:131 'inF0' (in 3-component vector of float)
0:131 'inF1' (in 3-component vector of float)
0:131 'inF2' (in 3-component vector of float)
0:131 'inI0' (in 3-component vector of int)
0:131 'inF0' ( in 3-component vector of float)
0:131 'inF1' ( in 3-component vector of float)
0:131 'inF2' ( in 3-component vector of float)
0:131 'inI0' ( in 3-component vector of int)
0:? Sequence
0:172 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:176 Function Definition: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:176 Function Parameters:
0:176 'inF0' (in 4-component vector of float)
0:176 'inF1' (in 4-component vector of float)
0:176 'inF2' (in 4-component vector of float)
0:176 'inI0' (in 4-component vector of int)
0:176 'inF0' ( in 4-component vector of float)
0:176 'inF1' ( in 4-component vector of float)
0:176 'inF2' ( in 4-component vector of float)
0:176 'inI0' ( in 4-component vector of int)
0:? Sequence
0:217 Branch: Return with expression
0:? Constant:
@@ -213,33 +213,33 @@ Shader version: 450
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:176 Function Definition: VertexShaderFunction( (temp void)
0:176 Function Definition: VertexShaderFunction( ( temp void)
0:176 Function Parameters:
0:? Sequence
0:176 move second child to first child (temp 4-component vector of float)
0:? 'inF0' (temp 4-component vector of float)
0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
0:176 move second child to first child (temp 4-component vector of float)
0:? 'inF1' (temp 4-component vector of float)
0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
0:176 move second child to first child (temp 4-component vector of float)
0:? 'inF2' (temp 4-component vector of float)
0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
0:176 move second child to first child (temp 4-component vector of int)
0:? 'inI0' (temp 4-component vector of int)
0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
0:176 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:? 'inF0' (temp 4-component vector of float)
0:? 'inF1' (temp 4-component vector of float)
0:? 'inF2' (temp 4-component vector of float)
0:? 'inI0' (temp 4-component vector of int)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
0:176 move second child to first child ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:176 move second child to first child ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:176 move second child to first child ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:176 move second child to first child ( temp 4-component vector of int)
0:? 'inI0' ( temp 4-component vector of int)
0:? 'inI0' (layout( location=3) in 4-component vector of int)
0:176 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:176 Function Call: @VertexShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inI0' ( temp 4-component vector of int)
0:226 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:226 Function Parameters:
0:226 'inF0' (in 2X2 matrix of float)
0:226 'inF1' (in 2X2 matrix of float)
0:226 'inF2' (in 2X2 matrix of float)
0:226 'inF0' ( in 2X2 matrix of float)
0:226 'inF1' ( in 2X2 matrix of float)
0:226 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:230 Branch: Return with expression
0:? Constant:
@@ -247,11 +247,11 @@ Shader version: 450
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
0:234 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:234 Function Parameters:
0:234 'inF0' (in 3X3 matrix of float)
0:234 'inF1' (in 3X3 matrix of float)
0:234 'inF2' (in 3X3 matrix of float)
0:234 'inF0' ( in 3X3 matrix of float)
0:234 'inF1' ( in 3X3 matrix of float)
0:234 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:238 Branch: Return with expression
0:? Constant:
@@ -264,11 +264,11 @@ Shader version: 450
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
0:242 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:242 Function Parameters:
0:242 'inF0' (in 4X4 matrix of float)
0:242 'inF1' (in 4X4 matrix of float)
0:242 'inF2' (in 4X4 matrix of float)
0:242 'inF0' ( in 4X4 matrix of float)
0:242 'inF1' ( in 4X4 matrix of float)
0:242 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:246 Branch: Return with expression
0:? Constant:
@@ -289,23 +289,23 @@ Shader version: 450
0:? 4.000000
0:? 4.000000
0:? Linker Objects
0:? 'gs_ua' (global uint)
0:? 'gs_ub' (global uint)
0:? 'gs_uc' (global uint)
0:? 'gs_ua2' (global 2-component vector of uint)
0:? 'gs_ub2' (global 2-component vector of uint)
0:? 'gs_uc2' (global 2-component vector of uint)
0:? 'gs_ua3' (global 3-component vector of uint)
0:? 'gs_ub3' (global 3-component vector of uint)
0:? 'gs_uc3' (global 3-component vector of uint)
0:? 'gs_ua4' (global 4-component vector of uint)
0:? 'gs_ub4' (global 4-component vector of uint)
0:? 'gs_uc4' (global 4-component vector of uint)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
0:? 'gs_ua' ( global uint)
0:? 'gs_ub' ( global uint)
0:? 'gs_uc' ( global uint)
0:? 'gs_ua2' ( global 2-component vector of uint)
0:? 'gs_ub2' ( global 2-component vector of uint)
0:? 'gs_uc2' ( global 2-component vector of uint)
0:? 'gs_ua3' ( global 3-component vector of uint)
0:? 'gs_ub3' ( global 3-component vector of uint)
0:? 'gs_uc3' ( global 3-component vector of uint)
0:? 'gs_ua4' ( global 4-component vector of uint)
0:? 'gs_ub4' ( global 4-component vector of uint)
0:? 'gs_uc4' ( global 4-component vector of uint)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:? 'inI0' (layout( location=3) in 4-component vector of int)
// Module Version 10000
// Generated by (magic number): 80001