GLSL output: Removed fixed-size buffer; fixes #769.

Makes some white-space differences in most output, plus a few cases
where more could have been put out but was cut short by the previous
fix-sized buffer.
This commit is contained in:
John Kessenich
2017-03-14 19:43:13 -06:00
parent c08fb8ab9c
commit 71c100d7c0
332 changed files with 62136 additions and 62097 deletions

View File

@@ -2,26 +2,26 @@ hlsl.precedence.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (in 4-component vector of float)
0:7 'a2' (in 4-component vector of float)
0:7 'a3' (in 4-component vector of float)
0:7 'a4' (in 4-component vector of float)
0:7 'a1' ( in 4-component vector of float)
0:7 'a2' ( in 4-component vector of float)
0:7 'a3' ( in 4-component vector of float)
0:7 'a4' ( in 4-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 component-wise multiply (temp 4-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a3' (in 4-component vector of float)
0:8 'a4' (in 4-component vector of float)
0:? Construct vec4 (temp 4-component vector of float)
0:8 component-wise multiply (temp 3-component vector of float)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 component-wise multiply ( temp 4-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
@@ -29,8 +29,8 @@ gl_FragCoord origin is upper left
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
@@ -38,38 +38,38 @@ gl_FragCoord origin is upper left
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 direct index (temp float)
0:8 'a3' (in 4-component vector of float)
0:8 direct index ( temp float)
0:8 'a3' ( in 4-component vector of float)
0:8 Constant:
0:8 3 (const int)
0:7 Function Definition: PixelShaderFunction( (temp void)
0:7 Function Definition: PixelShaderFunction( ( temp void)
0:7 Function Parameters:
0:? Sequence
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a1' (temp 4-component vector of float)
0:? 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a2' (temp 4-component vector of float)
0:? 'a2' (layout(location=1 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a3' (temp 4-component vector of float)
0:? 'a3' (layout(location=2 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a4' (temp 4-component vector of float)
0:? 'a4' (layout(location=3 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:? 'a1' (temp 4-component vector of float)
0:? 'a2' (temp 4-component vector of float)
0:? 'a3' (temp 4-component vector of float)
0:? 'a4' (temp 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'a1' (layout(location=0 ) in 4-component vector of float)
0:? 'a2' (layout(location=1 ) in 4-component vector of float)
0:? 'a3' (layout(location=2 ) in 4-component vector of float)
0:? 'a4' (layout(location=3 ) in 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
Linked fragment stage:
@@ -78,26 +78,26 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:7 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:7 Function Parameters:
0:7 'a1' (in 4-component vector of float)
0:7 'a2' (in 4-component vector of float)
0:7 'a3' (in 4-component vector of float)
0:7 'a4' (in 4-component vector of float)
0:7 'a1' ( in 4-component vector of float)
0:7 'a2' ( in 4-component vector of float)
0:7 'a3' ( in 4-component vector of float)
0:7 'a4' ( in 4-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 add (temp 4-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 component-wise multiply (temp 4-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 'a3' (in 4-component vector of float)
0:8 'a4' (in 4-component vector of float)
0:? Construct vec4 (temp 4-component vector of float)
0:8 component-wise multiply (temp 3-component vector of float)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a1' (in 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 add ( temp 4-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 component-wise multiply ( temp 4-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 'a3' ( in 4-component vector of float)
0:8 'a4' ( in 4-component vector of float)
0:? Construct vec4 ( temp 4-component vector of float)
0:8 component-wise multiply ( temp 3-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a1' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
@@ -105,8 +105,8 @@ gl_FragCoord origin is upper left
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 vector swizzle (temp 3-component vector of float)
0:8 'a2' (in 4-component vector of float)
0:8 vector swizzle ( temp 3-component vector of float)
0:8 'a2' ( in 4-component vector of float)
0:8 Sequence
0:8 Constant:
0:8 0 (const int)
@@ -114,38 +114,38 @@ gl_FragCoord origin is upper left
0:8 1 (const int)
0:8 Constant:
0:8 2 (const int)
0:8 direct index (temp float)
0:8 'a3' (in 4-component vector of float)
0:8 direct index ( temp float)
0:8 'a3' ( in 4-component vector of float)
0:8 Constant:
0:8 3 (const int)
0:7 Function Definition: PixelShaderFunction( (temp void)
0:7 Function Definition: PixelShaderFunction( ( temp void)
0:7 Function Parameters:
0:? Sequence
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a1' (temp 4-component vector of float)
0:? 'a1' (layout(location=0 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a2' (temp 4-component vector of float)
0:? 'a2' (layout(location=1 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a3' (temp 4-component vector of float)
0:? 'a3' (layout(location=2 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? 'a4' (temp 4-component vector of float)
0:? 'a4' (layout(location=3 ) in 4-component vector of float)
0:7 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; (temp 4-component vector of float)
0:? 'a1' (temp 4-component vector of float)
0:? 'a2' (temp 4-component vector of float)
0:? 'a3' (temp 4-component vector of float)
0:? 'a4' (temp 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
0:7 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:7 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vf4; ( temp 4-component vector of float)
0:? 'a1' ( temp 4-component vector of float)
0:? 'a2' ( temp 4-component vector of float)
0:? 'a3' ( temp 4-component vector of float)
0:? 'a4' ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? 'a1' (layout(location=0 ) in 4-component vector of float)
0:? 'a2' (layout(location=1 ) in 4-component vector of float)
0:? 'a3' (layout(location=2 ) in 4-component vector of float)
0:? 'a4' (layout(location=3 ) in 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'a1' (layout( location=0) in 4-component vector of float)
0:? 'a2' (layout( location=1) in 4-component vector of float)
0:? 'a3' (layout( location=2) in 4-component vector of float)
0:? 'a4' (layout( location=3) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001