glslang/Test/baseResults/link1.frag.out
John Kessenich 71c100d7c0 GLSL output: Removed fixed-size buffer; fixes #769.
Makes some white-space differences in most output, plus a few cases
where more could have been put out but was cut short by the previous
fix-sized buffer.
2017-03-14 19:51:29 -06:00

163 lines
5.6 KiB
Plaintext

link1.frag
Shader version: 130
0:? Sequence
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'a' ( global 4-component vector of float)
0:8 vector-scale ( temp 4-component vector of float)
0:8 Constant:
0:8 8.000000
0:8 'uv4' ( uniform 4-component vector of float)
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'b' ( global 4-component vector of float)
0:17 vector-scale ( temp 4-component vector of float)
0:17 Constant:
0:17 8.000000
0:17 'a' ( global 4-component vector of float)
0:19 Function Definition: foo(mf22; ( global 2-component vector of int)
0:19 Function Parameters:
0:19 'm' ( in 2X2 matrix of float)
0:21 Sequence
0:21 Branch: Return with expression
0:21 Convert float to int ( temp 2-component vector of int)
0:21 direct index ( temp 2-component vector of float)
0:21 'm' ( in 2X2 matrix of float)
0:21 Constant:
0:21 0 (const int)
0:24 Sequence
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'c' ( global 4-component vector of float)
0:24 component-wise multiply ( temp 4-component vector of float)
0:24 'b' ( global 4-component vector of float)
0:24 'b' ( global 4-component vector of float)
0:? Linker Objects
0:? 'uv4' ( uniform 4-component vector of float)
0:? 'glass' ( uniform 3-component vector of float)
0:? 'ci' ( const int)
0:? 8 (const int)
0:? 'a' ( global 4-component vector of float)
0:? 'iv3' ( smooth in 3-component vector of float)
0:? 'cup' ( smooth in 4-component vector of float)
0:? 'b' ( global 4-component vector of float)
0:? 'c' ( global 4-component vector of float)
0:? 'cv3' ( const 3-component vector of float)
0:? 43.000000
0:? 0.340000
0:? 9.900000
0:? 'cv3n' ( const 3-component vector of float)
0:? 43.000000
0:? 0.340000
0:? 9.900000
0:? 'cv3e' ( const 3-component vector of float)
0:? 43.000000
0:? 0.340000
0:? 9.900000
0:? 'um2' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'um2n' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'um2e' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 's' ( uniform structure{ global int a, global float b})
0:? 82 (const int)
0:? 3.900000
0:? 'sn' ( uniform structure{ global int a, global float b})
0:? 'se' ( uniform structure{ global int a, global float b})
0:? 82 (const int)
0:? 3.900000
link2.frag
Shader version: 130
Requested GL_OES_standard_derivatives
Requested GL_OES_texture_3D
0:? Sequence
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'd' ( global 4-component vector of float)
0:8 vector-scale ( temp 4-component vector of float)
0:8 Constant:
0:8 8.000000
0:8 'uv4' ( uniform 4-component vector of float)
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'e' ( global 4-component vector of float)
0:13 vector-scale ( temp 4-component vector of float)
0:13 Constant:
0:13 8.000000
0:13 'd' ( global 4-component vector of float)
0:15 Function Definition: foo( ( global 2-component vector of int)
0:15 Function Parameters:
0:17 Sequence
0:17 Branch: Return with expression
0:17 Constant:
0:17 2 (const int)
0:17 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'f' ( global 4-component vector of float)
0:20 component-wise multiply ( temp 4-component vector of float)
0:20 'e' ( global 4-component vector of float)
0:20 'e' ( global 4-component vector of float)
0:? Linker Objects
0:? 'uv4' ( uniform 4-component vector of float)
0:? 'glass' ( uniform 2-component vector of float)
0:? 'ci' ( const int)
0:? 8 (const int)
0:? 'd' ( global 4-component vector of float)
0:? 'iv3' ( smooth in 3-component vector of float)
0:? 'cup' ( flat in 4-component vector of float)
0:? 'e' ( global 4-component vector of float)
0:? 'f' ( global 4-component vector of float)
0:? 'cv3' ( const 3-component vector of float)
0:? 43.000000
0:? 0.340000
0:? 9.900000
0:? 'cv3e' ( const 3-component vector of float)
0:? 43.000000
0:? 0.340000
0:? 2.900000
0:? 'um2' ( uniform 2X2 matrix of float)
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 'um2n' ( uniform 2X2 matrix of float)
0:? 'um2e' ( uniform 2X2 matrix of float)
0:? 3.000000
0:? 0.000000
0:? 0.000000
0:? 3.000000
0:? 's' ( uniform structure{ global int a, global float b})
0:? 82 (const int)
0:? 3.900000
0:? 'sn' ( uniform structure{ global int a, global float b})
0:? 82 (const int)
0:? 3.900000
0:? 'se' ( uniform structure{ global int a, global float b})
0:? 81 (const int)
0:? 3.900000
link3.frag
Shader version: 300
Requested GL_OES_EGL_image_external
Requested GL_OES_standard_derivatives
Requested GL_OES_texture_3D
0:? Sequence
0:? Linker Objects
0:? 'iv3' ( smooth in highp 2-component vector of float)
ERROR: Cannot mix ES profile with non-ES profile shaders