Add full support for uniforms with initializers, including intra-stage link validation of aggregate constant initializers.

This included 
 - encapsulating aggregate constants
 - removal of constant-aggregate comparison algorithms, instead using a flattened and direct std::vector comparison
 - adding structure type comparison for independently declared structures that still might match types



git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@23274 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2013-09-28 04:02:08 +00:00
parent b3345c422d
commit f2ee3dd46a
98 changed files with 3007 additions and 1715 deletions

View File

@@ -18,11 +18,13 @@
0:38 Function Call: textureLod(sA21;vf3;f1; (4-component vector of float)
0:38 's2DArray' (uniform sampler2DArray)
0:38 'c3D' (smooth in 3-component vector of float)
0:38 1.200000
0:38 Constant:
0:38 1.200000
0:39 add second child into first child (float)
0:39 direct index (float)
0:39 'v' (4-component vector of float)
0:39 1 (const int)
0:39 Constant:
0:39 1 (const int)
0:39 Function Call: textureOffset(sS21;vf3;vi2;f1; (float)
0:39 's2DShadow' (uniform sampler2DShadow)
0:39 'c3D' (smooth in 3-component vector of float)
@@ -39,12 +41,14 @@
0:41 Function Call: texelFetchOffset(s21;vi2;i1;vi2; (4-component vector of float)
0:41 's2D' (uniform sampler2D)
0:41 'ic2D' (flat in 2-component vector of int)
0:41 4 (const int)
0:41 Constant:
0:41 4 (const int)
0:41 'ic2D' (flat in 2-component vector of int)
0:42 add second child into first child (float)
0:42 direct index (float)
0:42 'v' (4-component vector of float)
0:42 1 (const int)
0:42 Constant:
0:42 1 (const int)
0:42 Function Call: textureLodOffset(sS21;vf3;f1;vi2; (float)
0:42 's2DShadow' (uniform sampler2DShadow)
0:42 'c3D' (smooth in 3-component vector of float)
@@ -67,7 +71,8 @@
0:45 add second child into first child (float)
0:45 direct index (float)
0:45 'v' (4-component vector of float)
0:45 0 (const int)
0:45 Constant:
0:45 0 (const int)
0:45 Function Call: textureGradOffset(sAS21;vf4;vf2;vf2;vi2; (float)
0:45 's2DArrayShadow' (uniform sampler2DArrayShadow)
0:45 'c4D' (smooth in 4-component vector of float)
@@ -135,7 +140,8 @@
0:57 Function Call: texture(is31;vf3;f1; (4-component vector of int)
0:57 'is3D' (uniform isampler3D)
0:57 'c3D' (smooth in 3-component vector of float)
0:57 4.200000
0:57 Constant:
0:57 4.200000
0:58 add second child into first child (4-component vector of float)
0:58 'v' (4-component vector of float)
0:58 Convert int to float (4-component vector of float)
@@ -165,7 +171,8 @@
0:64 'iv2' (2-component vector of int)
0:64 Function Call: textureSize(sSC1;i1; (2-component vector of int)
0:64 'sCubeShadow' (uniform samplerCubeShadow)
0:64 2 (const int)
0:64 Constant:
0:64 2 (const int)
0:67 move second child to first child (4-component vector of float)
0:67 'FragData' (out 4-component vector of float)
0:67 add (4-component vector of float)
@@ -173,8 +180,10 @@
0:67 Construct vec4 (4-component vector of float)
0:67 Convert int to float (2-component vector of float)
0:67 'iv2' (2-component vector of int)
0:67 0.000000
0:67 0.000000
0:67 Constant:
0:67 0.000000
0:67 Constant:
0:67 0.000000
0:? Linker Objects
0:? 's2D' (uniform sampler2D)
0:? 's3D' (uniform sampler3D)