Standalone: Implement -D and -U for preprocessor macros.
Works for both GLSL and HLSL. Fixes #87.
This commit is contained in:
47
Test/baseResults/glsl.-D-U.frag.out
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47
Test/baseResults/glsl.-D-U.frag.out
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glsl.-D-U.frag
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Shader version: 450
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0:? Sequence
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0:7 Function Definition: main( ( global void)
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0:7 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'color' (layout( location=0) out 4-component vector of float)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:16 Post-Increment ( temp 4-component vector of float)
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0:16 'color' (layout( location=0) out 4-component vector of float)
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0:24 vector scale second child into first child ( temp 4-component vector of float)
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0:24 'color' (layout( location=0) out 4-component vector of float)
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0:24 Constant:
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0:24 3.000000
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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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Linked fragment stage:
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Shader version: 450
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0:? Sequence
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0:7 Function Definition: main( ( global void)
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0:7 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'color' (layout( location=0) out 4-component vector of float)
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0:10 Constant:
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:10 1.000000
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0:16 Post-Increment ( temp 4-component vector of float)
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0:16 'color' (layout( location=0) out 4-component vector of float)
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0:24 vector scale second child into first child ( temp 4-component vector of float)
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0:24 'color' (layout( location=0) out 4-component vector of float)
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0:24 Constant:
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0:24 3.000000
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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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