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:
@@ -2,42 +2,42 @@ hlsl.logical.binary.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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0:12 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
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0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Parameters:
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0:? Sequence
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0:13 Test condition and select (temp void)
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0:13 Test condition and select ( temp void)
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0:13 Condition
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0:13 logical-and (temp bool)
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0:13 Convert int to bool (temp bool)
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0:13 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:13 logical-and ( temp bool)
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0:13 Convert int to bool ( temp bool)
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0:13 ival: direct index for structure (layout( offset=0) uniform int)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Convert int to bool (temp bool)
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0:13 Convert float to int (temp int)
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0:13 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:13 Convert int to bool ( temp bool)
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0:13 Convert float to int ( temp int)
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0:13 fval: direct index for structure (layout( offset=32) uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 true case is null
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0:14 Test condition and select (temp void)
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 logical-or (temp bool)
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0:14 Convert int to bool (temp bool)
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0:14 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:14 logical-or ( temp bool)
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0:14 Convert int to bool ( temp bool)
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0:14 ival: direct index for structure (layout( offset=0) uniform int)
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0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 0 (const uint)
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0:14 Convert int to bool (temp bool)
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0:14 Convert float to int (temp int)
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0:14 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:14 Convert int to bool ( temp bool)
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0:14 Convert float to int ( temp int)
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0:14 fval: direct index for structure (layout( offset=32) uniform float)
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0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 2 (const uint)
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0:14 true case is null
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0:17 move second child to first child (temp 4-component vector of float)
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0:17 Color: direct index for structure (temp 4-component vector of float)
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0:17 'psout' (temp structure{temp 4-component vector of float Color})
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 Color: direct index for structure ( temp 4-component vector of float)
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0:17 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:17 Constant:
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0:17 0 (const int)
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0:17 Constant:
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@@ -46,20 +46,20 @@ gl_FragCoord origin is upper left
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0:17 1.000000
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0:17 1.000000
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0:18 Branch: Return with expression
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0:18 'psout' (temp structure{temp 4-component vector of float Color})
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0:12 Function Definition: main( (temp void)
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0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Definition: main( ( temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:12 Sequence
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0:12 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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0:12 Color: direct index for structure (temp 4-component vector of float)
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0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color})
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0:12 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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0:12 Color: direct index for structure ( temp 4-component vector of float)
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0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Constant:
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0:12 0 (const int)
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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Linked fragment stage:
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@@ -68,42 +68,42 @@ 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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0:12 Function Definition: @main( (temp structure{temp 4-component vector of float Color})
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0:12 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Parameters:
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0:? Sequence
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0:13 Test condition and select (temp void)
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0:13 Test condition and select ( temp void)
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0:13 Condition
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0:13 logical-and (temp bool)
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0:13 Convert int to bool (temp bool)
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0:13 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:13 logical-and ( temp bool)
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0:13 Convert int to bool ( temp bool)
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0:13 ival: direct index for structure (layout( offset=0) uniform int)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 0 (const uint)
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0:13 Convert int to bool (temp bool)
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0:13 Convert float to int (temp int)
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0:13 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:13 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:13 Convert int to bool ( temp bool)
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0:13 Convert float to int ( temp int)
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0:13 fval: direct index for structure (layout( offset=32) uniform float)
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0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:13 Constant:
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0:13 2 (const uint)
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0:13 true case is null
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0:14 Test condition and select (temp void)
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0:14 Test condition and select ( temp void)
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0:14 Condition
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0:14 logical-or (temp bool)
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0:14 Convert int to bool (temp bool)
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0:14 ival: direct index for structure (layout(offset=0 ) uniform int)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:14 logical-or ( temp bool)
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0:14 Convert int to bool ( temp bool)
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0:14 ival: direct index for structure (layout( offset=0) uniform int)
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0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 0 (const uint)
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0:14 Convert int to bool (temp bool)
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0:14 Convert float to int (temp int)
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0:14 fval: direct index for structure (layout(offset=32 ) uniform float)
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0:14 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:14 Convert int to bool ( temp bool)
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0:14 Convert float to int ( temp int)
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0:14 fval: direct index for structure (layout( offset=32) uniform float)
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0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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0:14 Constant:
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0:14 2 (const uint)
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0:14 true case is null
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0:17 move second child to first child (temp 4-component vector of float)
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0:17 Color: direct index for structure (temp 4-component vector of float)
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0:17 'psout' (temp structure{temp 4-component vector of float Color})
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 Color: direct index for structure ( temp 4-component vector of float)
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0:17 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:17 Constant:
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0:17 0 (const int)
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0:17 Constant:
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@@ -112,20 +112,20 @@ gl_FragCoord origin is upper left
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0:17 1.000000
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0:17 1.000000
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0:18 Branch: Return with expression
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0:18 'psout' (temp structure{temp 4-component vector of float Color})
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0:12 Function Definition: main( (temp void)
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0:18 'psout' ( temp structure{ temp 4-component vector of float Color})
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0:12 Function Definition: main( ( temp void)
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0:12 Function Parameters:
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0:? Sequence
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0:12 Sequence
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0:12 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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0:12 Color: direct index for structure (temp 4-component vector of float)
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0:12 Function Call: @main( (temp structure{temp 4-component vector of float Color})
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0:12 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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0:12 Color: direct index for structure ( temp 4-component vector of float)
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0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Constant:
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0:12 0 (const int)
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int ival, layout(offset=16 ) uniform 4-component vector of int ival4, layout(offset=32 ) uniform float fval, layout(offset=48 ) uniform 4-component vector of float fval4})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
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// Module Version 10000
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// Generated by (magic number): 80001
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