glslang: Formally track all built-in variables, right from the beginning, to enable avoiding all textual compares at any subsequent stage in the stack. (To be used in future check ins.)

git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@31224 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2015-05-18 16:45:49 +00:00
parent ca3457f1a7
commit dff18a2be0
105 changed files with 1262 additions and 975 deletions

View File

@@ -97,8 +97,8 @@ ERROR: node is still EOpNull!
0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s})
0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)
Linked vertex stage:
@@ -165,6 +165,6 @@ ERROR: node is still EOpNull!
0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{global bool b, global structure{global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{global int a} s})
0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)