mirror of
https://github.com/RPCS3/glslang.git
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7cbfdf4394
- print out block member types when printing a block (makes all test results change) - const versions of all intermediate.h type-identification methods - layoutSlotLocation -> layoutLocation git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24664 e7fa87d3-cd2b-0410-9028-fcbf551c1848
155 lines
6.8 KiB
Plaintext
155 lines
6.8 KiB
Plaintext
../../LunarGLASS/test/aggOps.frag
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Warning, version 130 is not yet complete; most features are present, but a few are missing.
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WARNING: 0:4: varying deprecated in version 130; may be removed in future release
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WARNING: 0:6: varying deprecated in version 130; may be removed in future release
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0:? Sequence
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0:23 Function Definition: main( (void)
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0:23 Function Parameters:
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0:? Sequence
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0:27 move second child to first child (3-element array of structure{int i, float f})
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0:27 'a' (3-element array of structure{int i, float f})
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0:27 Construct structure (3-element array of structure{int i, float f})
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0:27 Construct structure (structure{int i, float f})
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0:27 Convert float to int (int)
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0:27 direct index (float)
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0:27 'u' (smooth in 4-component vector of float)
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0:27 Constant:
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0:27 0 (const int)
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0:27 direct index (float)
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0:27 'u' (smooth in 4-component vector of float)
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0:27 Constant:
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0:27 1 (const int)
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0:27 Construct structure (structure{int i, float f})
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0:27 Convert float to int (int)
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0:27 direct index (float)
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0:27 'u' (smooth in 4-component vector of float)
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0:27 Constant:
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0:27 2 (const int)
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0:27 direct index (float)
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0:27 'u' (smooth in 4-component vector of float)
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0:27 Constant:
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0:27 3 (const int)
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0:27 Constant:
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0:27 14 (const int)
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0:27 14.000000
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0:28 move second child to first child (3-element array of structure{int i, float f})
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0:28 'b' (3-element array of structure{int i, float f})
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0:28 Construct structure (3-element array of structure{int i, float f})
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0:28 Constant:
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0:28 17 (const int)
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0:28 17.000000
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0:28 Construct structure (structure{int i, float f})
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0:28 Convert float to int (int)
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0:28 direct index (float)
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0:28 'w' (smooth in 4-component vector of float)
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0:28 Constant:
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0:28 0 (const int)
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0:28 direct index (float)
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0:28 'w' (smooth in 4-component vector of float)
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0:28 Constant:
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0:28 1 (const int)
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0:28 Construct structure (structure{int i, float f})
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0:28 Convert float to int (int)
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0:28 direct index (float)
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0:28 'w' (smooth in 4-component vector of float)
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0:28 Constant:
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0:28 2 (const int)
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0:28 direct index (float)
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0:28 'w' (smooth in 4-component vector of float)
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0:28 Constant:
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0:28 3 (const int)
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0:30 Test condition and select (void)
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0:30 Condition
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0:30 Compare Equal (bool)
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0:30 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
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0:30 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
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0:30 true case
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0:31 move second child to first child (4-component vector of float)
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0:31 'v' (4-component vector of float)
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0:31 Function Call: texture2D(s21;vf2; (4-component vector of float)
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0:31 'sampler' (uniform sampler2D)
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0:31 'coord' (smooth in 2-component vector of float)
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0:30 false case
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0:33 move second child to first child (4-component vector of float)
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0:33 'v' (4-component vector of float)
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0:33 Function Call: texture2D(s21;vf2; (4-component vector of float)
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0:33 'sampler' (uniform sampler2D)
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0:33 vector-scale (2-component vector of float)
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0:33 Constant:
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0:33 2.000000
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0:33 'coord' (smooth in 2-component vector of float)
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0:35 Test condition and select (void)
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0:35 Condition
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0:35 Compare Equal (bool)
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0:35 'u' (smooth in 4-component vector of float)
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0:35 'v' (4-component vector of float)
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0:35 true case
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0:36 vector scale second child into first child (4-component vector of float)
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0:36 'v' (4-component vector of float)
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0:36 Constant:
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0:36 3.000000
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0:38 Test condition and select (void)
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0:38 Condition
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0:38 Compare Not Equal (bool)
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0:38 'u' (smooth in 4-component vector of float)
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0:38 'v' (4-component vector of float)
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0:38 true case
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0:39 vector scale second child into first child (4-component vector of float)
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0:39 'v' (4-component vector of float)
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0:39 Constant:
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0:39 4.000000
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0:41 Test condition and select (void)
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0:41 Condition
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0:41 Compare Equal (bool)
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0:41 'coord' (smooth in 2-component vector of float)
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0:41 vector swizzle (2-component vector of float)
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0:41 'v' (4-component vector of float)
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0:41 Sequence
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 3 (const int)
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0:41 true case
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0:42 vector scale second child into first child (4-component vector of float)
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0:42 'v' (4-component vector of float)
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0:42 Constant:
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0:42 5.000000
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0:44 Test condition and select (void)
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0:44 Condition
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0:44 Compare Equal (bool)
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0:44 'a' (3-element array of structure{int i, float f})
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0:44 'b' (3-element array of structure{int i, float f})
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0:44 true case
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0:45 vector scale second child into first child (4-component vector of float)
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0:45 'v' (4-component vector of float)
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0:45 Constant:
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0:45 6.000000
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0:47 Test condition and select (void)
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0:47 Condition
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0:47 Compare Not Equal (bool)
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0:47 'a' (3-element array of structure{int i, float f})
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0:47 'b' (3-element array of structure{int i, float f})
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0:47 true case
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0:48 vector scale second child into first child (4-component vector of float)
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0:48 'v' (4-component vector of float)
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0:48 Constant:
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0:48 7.000000
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0:50 move second child to first child (4-component vector of float)
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0:50 'gl_FragColor' (fragColor 4-component vector of float)
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0:50 'v' (4-component vector of float)
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0:? Linker Objects
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0:? 'sampler' (uniform sampler2D)
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0:? 'coord' (smooth in 2-component vector of float)
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0:? 'u' (smooth in 4-component vector of float)
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0:? 'w' (smooth in 4-component vector of float)
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0:? 'foo1' (uniform structure{int i, float f})
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0:? 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
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0:? 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
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Linked fragment stage:
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