diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/baseResults/aggOps.frag.out | 348 |
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}) |