mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-24 03:39:51 +00:00
139 lines
2.3 KiB
GLSL
139 lines
2.3 KiB
GLSL
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cbuffer nameless {
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float3 anonMember1;
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float3x2 m23;
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int scalarAfterm23;
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float4 anonDeadMember2;
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float4 anonMember3;
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int scalarBeforeArray;
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float floatArray[5];
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int scalarAfterArray;
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float2x2 m22[9];
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};
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cbuffer c_nameless {
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float3 c_anonMember1;
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float3x2 c_m23;
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int c_scalarAfterm23;
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float4 c_anonDeadMember2;
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float4 c_anonMember3;
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};
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cbuffer namelessdead {
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int a;
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};
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struct N1 {
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float a;
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};
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struct N2 {
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float b;
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float c;
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float d;
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};
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struct N3 {
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N1 n1;
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N2 n2;
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};
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cbuffer nested {
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N3 foo;
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}
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struct TS {
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int a;
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int dead;
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};
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uniform TS s;
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uniform float uf1;
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uniform float uf2;
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uniform float ufDead3;
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uniform float ufDead4;
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uniform float2x2 dm22[10];
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struct deep1 {
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float2 va[3];
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bool b;
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};
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struct deep2 {
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int i;
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deep1 d1[4];
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};
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struct deep3 {
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float4 iv4;
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deep2 d2;
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int3 v3;
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};
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uniform deep3 deepA[2], deepB[2], deepC[3], deepD[2];
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const bool control = true;
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void deadFunction()
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{
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float4 v = anonDeadMember2;
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float f = ufDead4;
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}
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void liveFunction2()
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{
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float3 v = anonMember1;
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float f = uf1;
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}
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tbuffer abl {
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float foo1;
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}
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tbuffer abl2 {
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float foo2;
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}
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void flizv(in float attributeFloat, in float2 attributeFloat2, in float3 attributeFloat3, in float4 attributeFloat4, in float4x4 attributeMat4)
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{
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liveFunction2();
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if (! control)
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deadFunction();
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float f;
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int i;
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if (control) {
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liveFunction2();
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f = anonMember3.z;
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f = s.a;
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f = m23[1].y + scalarAfterm23;
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f = c_m23[1].y + c_scalarAfterm23;
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f += scalarBeforeArray;
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f += floatArray[2];
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f += floatArray[4];
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f += scalarAfterArray;
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f += m22[i][1][0];
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f += dm22[3][0][1];
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f += m22[2][1].y;
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f += foo.n1.a + foo.n2.b + foo.n2.c + foo.n2.d;
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f += deepA[i].d2.d1[2].va[1].x;
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f += deepB[1].d2.d1[i].va[1].x;
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f += deepB[i].d2.d1[i].va[1].x;
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deep3 d = deepC[1];
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deep3 da[2] = deepD;
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} else
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f = ufDead3;
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f += foo1 + foo2;
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f += foo2;
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f += attributeFloat;
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f += attributeFloat2.x;
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f += attributeFloat3.x;
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f += attributeFloat4.x;
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f += attributeMat4[0][1];
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}
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