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Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out')
-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out348
1 files changed, 174 insertions, 174 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out
index 7a60fbc6d03..eba1bf78cfd 100644
--- a/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out
@@ -4,148 +4,148 @@ WARNING: 0:6: varying deprecated in version 130; may be removed in future releas
Shader version: 130
0:? Sequence
-0:23 Function Definition: main( (global void)
+0:23 Function Definition: main( ( global void)
0:23 Function Parameters:
0:? Sequence
-0:27 move second child to first child (temp 3-element array of structure{global int i, global float f})
-0:27 'a' (temp 3-element array of structure{global int i, global float f})
-0:27 Construct structure (temp 3-element array of structure{global int i, global float f})
-0:27 Construct structure (temp structure{global int i, global float f})
-0:27 Convert float to int (temp int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
+0:27 'a' ( temp 3-element array of structure{ global int i, global float f})
+0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f})
+0:27 Construct structure ( temp structure{ global int i, global float f})
+0:27 Convert float to int ( temp int)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
-0:27 Construct structure (temp structure{global int i, global float f})
-0:27 Convert float to int (temp int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 Construct structure ( temp structure{ global int i, global float f})
+0:27 Convert float to int ( temp int)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
-0:28 move second child to first child (temp 3-element array of structure{global int i, global float f})
-0:28 'b' (temp 3-element array of structure{global int i, global float f})
-0:28 Construct structure (temp 3-element array of structure{global int i, global float f})
+0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
+0:28 'b' ( temp 3-element array of structure{ global int i, global float f})
+0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
-0:28 Construct structure (temp structure{global int i, global float f})
-0:28 Convert float to int (temp int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 Construct structure ( temp structure{ global int i, global float f})
+0:28 Convert float to int ( temp int)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
-0:28 Construct structure (temp structure{global int i, global float f})
-0:28 Convert float to int (temp int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 Construct structure ( temp structure{ global int i, global float f})
+0:28 Convert float to int ( temp int)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
-0:30 Test condition and select (temp void)
+0:30 Test condition and select ( temp void)
0:30 Condition
-0:30 Compare Equal (temp bool)
-0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
-0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
+0:30 Compare Equal ( temp bool)
+0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
+0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:30 true case
-0:31 move second child to first child (temp 4-component vector of float)
-0:31 'v' (temp 4-component vector of float)
-0:31 texture (global 4-component vector of float)
-0:31 'sampler' (uniform sampler2D)
-0:31 'coord' (smooth in 2-component vector of float)
+0:31 move second child to first child ( temp 4-component vector of float)
+0:31 'v' ( temp 4-component vector of float)
+0:31 texture ( global 4-component vector of float)
+0:31 'sampler' ( uniform sampler2D)
+0:31 'coord' ( smooth in 2-component vector of float)
0:30 false case
-0:33 move second child to first child (temp 4-component vector of float)
-0:33 'v' (temp 4-component vector of float)
-0:33 texture (global 4-component vector of float)
-0:33 'sampler' (uniform sampler2D)
-0:33 vector-scale (temp 2-component vector of float)
+0:33 move second child to first child ( temp 4-component vector of float)
+0:33 'v' ( temp 4-component vector of float)
+0:33 texture ( global 4-component vector of float)
+0:33 'sampler' ( uniform sampler2D)
+0:33 vector-scale ( temp 2-component vector of float)
0:33 Constant:
0:33 2.000000
-0:33 'coord' (smooth in 2-component vector of float)
-0:35 Test condition and select (temp void)
+0:33 'coord' ( smooth in 2-component vector of float)
+0:35 Test condition and select ( temp void)
0:35 Condition
-0:35 Compare Equal (temp bool)
-0:35 'u' (smooth in 4-component vector of float)
-0:35 'v' (temp 4-component vector of float)
+0:35 Compare Equal ( temp bool)
+0:35 'u' ( smooth in 4-component vector of float)
+0:35 'v' ( temp 4-component vector of float)
0:35 true case
-0:36 vector scale second child into first child (temp 4-component vector of float)
-0:36 'v' (temp 4-component vector of float)
+0:36 vector scale second child into first child ( temp 4-component vector of float)
+0:36 'v' ( temp 4-component vector of float)
0:36 Constant:
0:36 3.000000
-0:38 Test condition and select (temp void)
+0:38 Test condition and select ( temp void)
0:38 Condition
-0:38 Compare Not Equal (temp bool)
-0:38 'u' (smooth in 4-component vector of float)
-0:38 'v' (temp 4-component vector of float)
+0:38 Compare Not Equal ( temp bool)
+0:38 'u' ( smooth in 4-component vector of float)
+0:38 'v' ( temp 4-component vector of float)
0:38 true case
-0:39 vector scale second child into first child (temp 4-component vector of float)
-0:39 'v' (temp 4-component vector of float)
+0:39 vector scale second child into first child ( temp 4-component vector of float)
+0:39 'v' ( temp 4-component vector of float)
0:39 Constant:
0:39 4.000000
-0:41 Test condition and select (temp void)
+0:41 Test condition and select ( temp void)
0:41 Condition
-0:41 Compare Equal (temp bool)
-0:41 'coord' (smooth in 2-component vector of float)
-0:41 vector swizzle (temp 2-component vector of float)
-0:41 'v' (temp 4-component vector of float)
+0:41 Compare Equal ( temp bool)
+0:41 'coord' ( smooth in 2-component vector of float)
+0:41 vector swizzle ( temp 2-component vector of float)
+0:41 'v' ( temp 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
-0:42 vector scale second child into first child (temp 4-component vector of float)
-0:42 'v' (temp 4-component vector of float)
+0:42 vector scale second child into first child ( temp 4-component vector of float)
+0:42 'v' ( temp 4-component vector of float)
0:42 Constant:
0:42 5.000000
-0:44 Test condition and select (temp void)
+0:44 Test condition and select ( temp void)
0:44 Condition
-0:44 Compare Equal (temp bool)
-0:44 'a' (temp 3-element array of structure{global int i, global float f})
-0:44 'b' (temp 3-element array of structure{global int i, global float f})
+0:44 Compare Equal ( temp bool)
+0:44 'a' ( temp 3-element array of structure{ global int i, global float f})
+0:44 'b' ( temp 3-element array of structure{ global int i, global float f})
0:44 true case
-0:45 vector scale second child into first child (temp 4-component vector of float)
-0:45 'v' (temp 4-component vector of float)
+0:45 vector scale second child into first child ( temp 4-component vector of float)
+0:45 'v' ( temp 4-component vector of float)
0:45 Constant:
0:45 6.000000
-0:47 Test condition and select (temp void)
+0:47 Test condition and select ( temp void)
0:47 Condition
-0:47 Compare Not Equal (temp bool)
-0:47 'a' (temp 3-element array of structure{global int i, global float f})
-0:47 'b' (temp 3-element array of structure{global int i, global float f})
+0:47 Compare Not Equal ( temp bool)
+0:47 'a' ( temp 3-element array of structure{ global int i, global float f})
+0:47 'b' ( temp 3-element array of structure{ global int i, global float f})
0:47 true case
-0:48 vector scale second child into first child (temp 4-component vector of float)
-0:48 'v' (temp 4-component vector of float)
+0:48 vector scale second child into first child ( temp 4-component vector of float)
+0:48 'v' ( temp 4-component vector of float)
0:48 Constant:
0:48 7.000000
-0:50 move second child to first child (temp 4-component vector of float)
-0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor)
-0:50 'v' (temp 4-component vector of float)
+0:50 move second child to first child ( temp 4-component vector of float)
+0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
+0:50 'v' ( temp 4-component vector of float)
0:? Linker Objects
-0:? 'sampler' (uniform sampler2D)
-0:? 'coord' (smooth in 2-component vector of float)
-0:? 'u' (smooth in 4-component vector of float)
-0:? 'w' (smooth in 4-component vector of float)
-0:? 'foo1' (uniform structure{global int i, global float f})
-0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
-0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
+0:? 'sampler' ( uniform sampler2D)
+0:? 'coord' ( smooth in 2-component vector of float)
+0:? 'u' ( smooth in 4-component vector of float)
+0:? 'w' ( smooth in 4-component vector of float)
+0:? 'foo1' ( uniform structure{ global int i, global float f})
+0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
+0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
Linked fragment stage:
@@ -153,146 +153,146 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
-0:23 Function Definition: main( (global void)
+0:23 Function Definition: main( ( global void)
0:23 Function Parameters:
0:? Sequence
-0:27 move second child to first child (temp 3-element array of structure{global int i, global float f})
-0:27 'a' (temp 3-element array of structure{global int i, global float f})
-0:27 Construct structure (temp 3-element array of structure{global int i, global float f})
-0:27 Construct structure (temp structure{global int i, global float f})
-0:27 Convert float to int (temp int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
+0:27 'a' ( temp 3-element array of structure{ global int i, global float f})
+0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f})
+0:27 Construct structure ( temp structure{ global int i, global float f})
+0:27 Convert float to int ( temp int)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
-0:27 Construct structure (temp structure{global int i, global float f})
-0:27 Convert float to int (temp int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 Construct structure ( temp structure{ global int i, global float f})
+0:27 Convert float to int ( temp int)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
-0:27 direct index (temp float)
-0:27 'u' (smooth in 4-component vector of float)
+0:27 direct index ( temp float)
+0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
-0:28 move second child to first child (temp 3-element array of structure{global int i, global float f})
-0:28 'b' (temp 3-element array of structure{global int i, global float f})
-0:28 Construct structure (temp 3-element array of structure{global int i, global float f})
+0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
+0:28 'b' ( temp 3-element array of structure{ global int i, global float f})
+0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
-0:28 Construct structure (temp structure{global int i, global float f})
-0:28 Convert float to int (temp int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 Construct structure ( temp structure{ global int i, global float f})
+0:28 Convert float to int ( temp int)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
-0:28 Construct structure (temp structure{global int i, global float f})
-0:28 Convert float to int (temp int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 Construct structure ( temp structure{ global int i, global float f})
+0:28 Convert float to int ( temp int)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
-0:28 direct index (temp float)
-0:28 'w' (smooth in 4-component vector of float)
+0:28 direct index ( temp float)
+0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
-0:30 Test condition and select (temp void)
+0:30 Test condition and select ( temp void)
0:30 Condition
-0:30 Compare Equal (temp bool)
-0:30 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
-0:30 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
+0:30 Compare Equal ( temp bool)
+0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
+0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:30 true case
-0:31 move second child to first child (temp 4-component vector of float)
-0:31 'v' (temp 4-component vector of float)
-0:31 texture (global 4-component vector of float)
-0:31 'sampler' (uniform sampler2D)
-0:31 'coord' (smooth in 2-component vector of float)
+0:31 move second child to first child ( temp 4-component vector of float)
+0:31 'v' ( temp 4-component vector of float)
+0:31 texture ( global 4-component vector of float)
+0:31 'sampler' ( uniform sampler2D)
+0:31 'coord' ( smooth in 2-component vector of float)
0:30 false case
-0:33 move second child to first child (temp 4-component vector of float)
-0:33 'v' (temp 4-component vector of float)
-0:33 texture (global 4-component vector of float)
-0:33 'sampler' (uniform sampler2D)
-0:33 vector-scale (temp 2-component vector of float)
+0:33 move second child to first child ( temp 4-component vector of float)
+0:33 'v' ( temp 4-component vector of float)
+0:33 texture ( global 4-component vector of float)
+0:33 'sampler' ( uniform sampler2D)
+0:33 vector-scale ( temp 2-component vector of float)
0:33 Constant:
0:33 2.000000
-0:33 'coord' (smooth in 2-component vector of float)
-0:35 Test condition and select (temp void)
+0:33 'coord' ( smooth in 2-component vector of float)
+0:35 Test condition and select ( temp void)
0:35 Condition
-0:35 Compare Equal (temp bool)
-0:35 'u' (smooth in 4-component vector of float)
-0:35 'v' (temp 4-component vector of float)
+0:35 Compare Equal ( temp bool)
+0:35 'u' ( smooth in 4-component vector of float)
+0:35 'v' ( temp 4-component vector of float)
0:35 true case
-0:36 vector scale second child into first child (temp 4-component vector of float)
-0:36 'v' (temp 4-component vector of float)
+0:36 vector scale second child into first child ( temp 4-component vector of float)
+0:36 'v' ( temp 4-component vector of float)
0:36 Constant:
0:36 3.000000
-0:38 Test condition and select (temp void)
+0:38 Test condition and select ( temp void)
0:38 Condition
-0:38 Compare Not Equal (temp bool)
-0:38 'u' (smooth in 4-component vector of float)
-0:38 'v' (temp 4-component vector of float)
+0:38 Compare Not Equal ( temp bool)
+0:38 'u' ( smooth in 4-component vector of float)
+0:38 'v' ( temp 4-component vector of float)
0:38 true case
-0:39 vector scale second child into first child (temp 4-component vector of float)
-0:39 'v' (temp 4-component vector of float)
+0:39 vector scale second child into first child ( temp 4-component vector of float)
+0:39 'v' ( temp 4-component vector of float)
0:39 Constant:
0:39 4.000000
-0:41 Test condition and select (temp void)
+0:41 Test condition and select ( temp void)
0:41 Condition
-0:41 Compare Equal (temp bool)
-0:41 'coord' (smooth in 2-component vector of float)
-0:41 vector swizzle (temp 2-component vector of float)
-0:41 'v' (temp 4-component vector of float)
+0:41 Compare Equal ( temp bool)
+0:41 'coord' ( smooth in 2-component vector of float)
+0:41 vector swizzle ( temp 2-component vector of float)
+0:41 'v' ( temp 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
-0:42 vector scale second child into first child (temp 4-component vector of float)
-0:42 'v' (temp 4-component vector of float)
+0:42 vector scale second child into first child ( temp 4-component vector of float)
+0:42 'v' ( temp 4-component vector of float)
0:42 Constant:
0:42 5.000000
-0:44 Test condition and select (temp void)
+0:44 Test condition and select ( temp void)
0:44 Condition
-0:44 Compare Equal (temp bool)
-0:44 'a' (temp 3-element array of structure{global int i, global float f})
-0:44 'b' (temp 3-element array of structure{global int i, global float f})
+0:44 Compare Equal ( temp bool)
+0:44 'a' ( temp 3-element array of structure{ global int i, global float f})
+0:44 'b' ( temp 3-element array of structure{ global int i, global float f})
0:44 true case
-0:45 vector scale second child into first child (temp 4-component vector of float)
-0:45 'v' (temp 4-component vector of float)
+0:45 vector scale second child into first child ( temp 4-component vector of float)
+0:45 'v' ( temp 4-component vector of float)
0:45 Constant:
0:45 6.000000
-0:47 Test condition and select (temp void)
+0:47 Test condition and select ( temp void)
0:47 Condition
-0:47 Compare Not Equal (temp bool)
-0:47 'a' (temp 3-element array of structure{global int i, global float f})
-0:47 'b' (temp 3-element array of structure{global int i, global float f})
+0:47 Compare Not Equal ( temp bool)
+0:47 'a' ( temp 3-element array of structure{ global int i, global float f})
+0:47 'b' ( temp 3-element array of structure{ global int i, global float f})
0:47 true case
-0:48 vector scale second child into first child (temp 4-component vector of float)
-0:48 'v' (temp 4-component vector of float)
+0:48 vector scale second child into first child ( temp 4-component vector of float)
+0:48 'v' ( temp 4-component vector of float)
0:48 Constant:
0:48 7.000000
-0:50 move second child to first child (temp 4-component vector of float)
-0:50 'gl_FragColor' (fragColor 4-component vector of float FragColor)
-0:50 'v' (temp 4-component vector of float)
+0:50 move second child to first child ( temp 4-component vector of float)
+0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
+0:50 'v' ( temp 4-component vector of float)
0:? Linker Objects
-0:? 'sampler' (uniform sampler2D)
-0:? 'coord' (smooth in 2-component vector of float)
-0:? 'u' (smooth in 4-component vector of float)
-0:? 'w' (smooth in 4-component vector of float)
-0:? 'foo1' (uniform structure{global int i, global float f})
-0:? 'foo2a' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
-0:? 'foo2b' (uniform structure{global int i, global float f, global structure{global int i, global float f} s1_1})
+0:? 'sampler' ( uniform sampler2D)
+0:? 'coord' ( smooth in 2-component vector of float)
+0:? 'u' ( smooth in 4-component vector of float)
+0:? 'w' ( smooth in 4-component vector of float)
+0:? 'foo1' ( uniform structure{ global int i, global float f})
+0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
+0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})