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:
@@ -2,48 +2,48 @@ hlsl.load.rwtexture.array.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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0:40 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Parameters:
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0:? Sequence
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0:44 imageLoad (temp 4-component vector of float)
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0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
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0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:44 '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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0:44 imageLoad ( temp 4-component vector of float)
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0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
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0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:44 '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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0:44 Constant:
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0:44 1 (const uint)
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0:45 imageLoad (temp 4-component vector of int)
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0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
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0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:45 '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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0:45 imageLoad ( temp 4-component vector of int)
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0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
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0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:45 '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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0:45 Constant:
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0:45 1 (const uint)
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0:46 imageLoad (temp 4-component vector of uint)
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0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
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0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:46 '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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0:46 imageLoad ( temp 4-component vector of uint)
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0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
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0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:46 '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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0:46 Constant:
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0:46 1 (const uint)
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0:49 imageLoad (temp 4-component vector of float)
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0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
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0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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0:49 '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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0:49 imageLoad ( temp 4-component vector of float)
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0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
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0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:49 '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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0:49 Constant:
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0:49 2 (const uint)
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0:50 imageLoad (temp 4-component vector of int)
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0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
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0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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0:50 '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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0:50 imageLoad ( temp 4-component vector of int)
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0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:50 '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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0:50 Constant:
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0:50 2 (const uint)
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0:51 imageLoad (temp 4-component vector of uint)
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0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
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0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
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0:51 '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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0:51 imageLoad ( temp 4-component vector of uint)
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0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
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0:51 '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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0:51 Constant:
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0:51 2 (const uint)
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0:53 move second child to first child (temp 4-component vector of float)
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0:53 Color: direct index for structure (temp 4-component vector of float)
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0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:53 move second child to first child ( temp 4-component vector of float)
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0:53 Color: direct index for structure ( temp 4-component vector of float)
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0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:53 Constant:
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0:53 0 (const int)
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0:53 Constant:
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@@ -51,54 +51,54 @@ gl_FragCoord origin is upper left
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0:53 1.000000
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0:53 1.000000
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0:53 1.000000
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0:54 move second child to first child (temp float)
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0:54 Depth: direct index for structure (temp float)
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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:54 move second child to first child ( temp float)
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0:54 Depth: direct index for structure ( temp float)
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0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:54 Constant:
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0:54 1 (const int)
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0:54 Constant:
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0:54 1.000000
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0:56 Branch: Return with expression
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0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 Function Definition: main( (temp void)
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0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Definition: main( ( temp void)
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0:40 Function Parameters:
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0:? Sequence
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0:40 Sequence
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0:40 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 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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0:40 Color: direct index for structure (temp 4-component vector of float)
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0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 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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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:40 Depth: direct index for structure (temp float)
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0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:40 Depth: direct index for structure ( temp float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
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0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
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0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
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0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
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0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
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0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
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0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
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0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
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0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
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0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
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0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
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0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
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0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
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0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
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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_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
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0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
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0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
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0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
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0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
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0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
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0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
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0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
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0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
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0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
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0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
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0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
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0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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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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@@ -107,48 +107,48 @@ 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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0:40 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Function Parameters:
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0:? Sequence
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0:44 imageLoad (temp 4-component vector of float)
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0:44 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
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0:44 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:44 '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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0:44 imageLoad ( temp 4-component vector of float)
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0:44 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
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0:44 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:44 '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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0:44 Constant:
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0:44 1 (const uint)
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0:45 imageLoad (temp 4-component vector of int)
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0:45 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
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0:45 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:45 '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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0:45 imageLoad ( temp 4-component vector of int)
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0:45 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
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0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:45 '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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0:45 Constant:
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0:45 1 (const uint)
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0:46 imageLoad (temp 4-component vector of uint)
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0:46 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
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0:46 c2: direct index for structure (layout(offset=8 ) uniform 2-component vector of int)
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0:46 '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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0:46 imageLoad ( temp 4-component vector of uint)
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0:46 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
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0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of int)
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0:46 '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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0:46 Constant:
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0:46 1 (const uint)
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0:49 imageLoad (temp 4-component vector of float)
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0:49 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
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0:49 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:49 '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})
|
||||
0:49 imageLoad ( temp 4-component vector of float)
|
||||
0:49 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||
0:49 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:49 '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})
|
||||
0:49 Constant:
|
||||
0:49 2 (const uint)
|
||||
0:50 imageLoad (temp 4-component vector of int)
|
||||
0:50 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:50 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:50 '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})
|
||||
0:50 imageLoad ( temp 4-component vector of int)
|
||||
0:50 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||
0:50 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:50 '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})
|
||||
0:50 Constant:
|
||||
0:50 2 (const uint)
|
||||
0:51 imageLoad (temp 4-component vector of uint)
|
||||
0:51 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:51 c3: direct index for structure (layout(offset=16 ) uniform 3-component vector of int)
|
||||
0:51 '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})
|
||||
0:51 imageLoad ( temp 4-component vector of uint)
|
||||
0:51 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||
0:51 c3: direct index for structure (layout( offset=16) uniform 3-component vector of int)
|
||||
0:51 '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})
|
||||
0:51 Constant:
|
||||
0:51 2 (const uint)
|
||||
0:53 move second child to first child (temp 4-component vector of float)
|
||||
0:53 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:53 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:53 move second child to first child ( temp 4-component vector of float)
|
||||
0:53 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:53 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:53 Constant:
|
||||
0:53 0 (const int)
|
||||
0:53 Constant:
|
||||
@@ -156,54 +156,54 @@ gl_FragCoord origin is upper left
|
||||
0:53 1.000000
|
||||
0:53 1.000000
|
||||
0:53 1.000000
|
||||
0:54 move second child to first child (temp float)
|
||||
0:54 Depth: direct index for structure (temp float)
|
||||
0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:54 move second child to first child ( temp float)
|
||||
0:54 Depth: direct index for structure ( temp float)
|
||||
0:54 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:54 Constant:
|
||||
0:54 1 (const int)
|
||||
0:54 Constant:
|
||||
0:54 1.000000
|
||||
0:56 Branch: Return with expression
|
||||
0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Definition: main( (temp void)
|
||||
0:56 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Definition: main( ( temp void)
|
||||
0:40 Function Parameters:
|
||||
0:? Sequence
|
||||
0:40 Sequence
|
||||
0:40 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 move second child to first child (temp 4-component vector of float)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:40 Color: direct index for structure (temp 4-component vector of float)
|
||||
0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:40 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Constant:
|
||||
0:40 0 (const int)
|
||||
0:40 move second child to first child (temp float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
0:40 Depth: direct index for structure (temp float)
|
||||
0:40 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 move second child to first child ( temp float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:40 Depth: direct index for structure ( temp float)
|
||||
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:40 Constant:
|
||||
0:40 1 (const int)
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex1df4' (layout(binding=0 rgba32f ) uniform image1D)
|
||||
0:? 'g_tTex1di4' (layout(rgba32i ) uniform iimage1D)
|
||||
0:? 'g_tTex1du4' (layout(rgba32ui ) uniform uimage1D)
|
||||
0:? 'g_tTex2df4' (layout(rgba32f ) uniform image2D)
|
||||
0:? 'g_tTex2di4' (layout(rgba32i ) uniform iimage2D)
|
||||
0:? 'g_tTex2du4' (layout(rgba32ui ) uniform uimage2D)
|
||||
0:? 'g_tTex3df4' (layout(rgba32f ) uniform image3D)
|
||||
0:? 'g_tTex3di4' (layout(rgba32i ) uniform iimage3D)
|
||||
0:? 'g_tTex3du4' (layout(rgba32ui ) uniform uimage3D)
|
||||
0:? 'g_tTex1df4a' (layout(rgba32f ) uniform image1DArray)
|
||||
0:? 'g_tTex1di4a' (layout(rgba32i ) uniform iimage1DArray)
|
||||
0:? 'g_tTex1du4a' (layout(rgba32ui ) uniform uimage1DArray)
|
||||
0:? 'g_tTex2df4a' (layout(rgba32f ) uniform image2DArray)
|
||||
0:? 'g_tTex2di4a' (layout(rgba32i ) uniform iimage2DArray)
|
||||
0:? 'g_tTex2du4a' (layout(rgba32ui ) uniform uimage2DArray)
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
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})
|
||||
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
|
||||
0:? 'g_tTex1df4' (layout( binding=0 rgba32f) uniform image1D)
|
||||
0:? 'g_tTex1di4' (layout( rgba32i) uniform iimage1D)
|
||||
0:? 'g_tTex1du4' (layout( rgba32ui) uniform uimage1D)
|
||||
0:? 'g_tTex2df4' (layout( rgba32f) uniform image2D)
|
||||
0:? 'g_tTex2di4' (layout( rgba32i) uniform iimage2D)
|
||||
0:? 'g_tTex2du4' (layout( rgba32ui) uniform uimage2D)
|
||||
0:? 'g_tTex3df4' (layout( rgba32f) uniform image3D)
|
||||
0:? 'g_tTex3di4' (layout( rgba32i) uniform iimage3D)
|
||||
0:? 'g_tTex3du4' (layout( rgba32ui) uniform uimage3D)
|
||||
0:? 'g_tTex1df4a' (layout( rgba32f) uniform image1DArray)
|
||||
0:? 'g_tTex1di4a' (layout( rgba32i) uniform iimage1DArray)
|
||||
0:? 'g_tTex1du4a' (layout( rgba32ui) uniform uimage1DArray)
|
||||
0:? 'g_tTex2df4a' (layout( rgba32f) uniform image2DArray)
|
||||
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
|
||||
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
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