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:
@@ -2,39 +2,39 @@ hlsl.load.buffer.dx10.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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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp 4-component vector of float)
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0:28 'r00' (temp 4-component vector of float)
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0:28 textureFetch (temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:28 move second child to first child ( temp 4-component vector of float)
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0:28 'r00' ( temp 4-component vector of float)
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0:28 textureFetch ( temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout( offset=0) uniform int)
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0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of int)
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0:29 'r01' (temp 4-component vector of int)
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0:29 textureFetch (temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:29 move second child to first child ( temp 4-component vector of int)
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0:29 'r01' ( temp 4-component vector of int)
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0:29 textureFetch ( temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout( offset=0) uniform int)
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0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of uint)
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0:30 'r02' (temp 4-component vector of uint)
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0:30 textureFetch (temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:30 move second child to first child ( temp 4-component vector of uint)
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0:30 'r02' ( temp 4-component vector of uint)
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0:30 textureFetch ( temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout( offset=0) uniform int)
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0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 Color: direct index for structure ( temp 4-component vector of float)
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0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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@@ -42,42 +42,42 @@ gl_FragCoord origin is upper left
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:35 move second child to first child ( temp float)
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0:35 Depth: direct index for structure ( temp float)
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Branch: Return with expression
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer)
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0:? 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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Linked fragment stage:
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@@ -86,39 +86,39 @@ 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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0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child (temp 4-component vector of float)
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0:28 'r00' (temp 4-component vector of float)
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0:28 textureFetch (temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:28 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:28 move second child to first child ( temp 4-component vector of float)
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0:28 'r00' ( temp 4-component vector of float)
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0:28 textureFetch ( temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer)
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0:28 c1: direct index for structure (layout( offset=0) uniform int)
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0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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0:29 move second child to first child (temp 4-component vector of int)
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0:29 'r01' (temp 4-component vector of int)
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0:29 textureFetch (temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:29 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:29 move second child to first child ( temp 4-component vector of int)
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0:29 'r01' ( temp 4-component vector of int)
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0:29 textureFetch ( temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer)
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0:29 c1: direct index for structure (layout( offset=0) uniform int)
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0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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0:30 move second child to first child (temp 4-component vector of uint)
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0:30 'r02' (temp 4-component vector of uint)
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0:30 textureFetch (temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout(offset=0 ) uniform int)
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0:30 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:30 move second child to first child ( temp 4-component vector of uint)
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0:30 'r02' ( temp 4-component vector of uint)
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0:30 textureFetch ( temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer)
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0:30 c1: direct index for structure (layout( offset=0) uniform int)
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0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:34 move second child to first child ( temp 4-component vector of float)
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0:34 Color: direct index for structure ( temp 4-component vector of float)
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0:34 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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@@ -126,42 +126,42 @@ gl_FragCoord origin is upper left
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0:34 1.000000
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0:34 1.000000
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:35 move second child to first child ( temp float)
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0:35 Depth: direct index for structure ( temp float)
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Branch: Return with expression
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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( (temp void)
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0:37 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:24 Color: direct index for structure (temp 4-component vector of float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
|
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:24 Depth: direct index for structure (temp float)
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0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
|
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0:? 'g_tTexbf4_test' (layout(binding=0 rgba32f ) uniform samplerBuffer)
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0:? 'g_tTexbf4' (layout(rgba32f ) uniform samplerBuffer)
|
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0:? 'g_tTexbi4' (layout(rgba32i ) uniform isamplerBuffer)
|
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0:? 'g_tTexbu4' (layout(rgba32ui ) uniform usamplerBuffer)
|
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
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0:? 'Depth' (out float FragDepth)
|
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
|
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0:? 'g_tTexbf4_test' (layout( binding=0 rgba32f) uniform samplerBuffer)
|
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0:? 'g_tTexbf4' (layout( rgba32f) uniform samplerBuffer)
|
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0:? 'g_tTexbi4' (layout( rgba32i) uniform isamplerBuffer)
|
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0:? 'g_tTexbu4' (layout( rgba32ui) uniform usamplerBuffer)
|
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0:? 'Color' (layout( location=0) out 4-component vector of float)
|
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0:? 'Depth' ( out float FragDepth)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
|
||||
Reference in New Issue
Block a user