Commit 000c818e by John Kessenich

HLSL: Allow use of $Global members in between function calls.

This allows global initializers to use $Global members.
parent 7a41f96d
......@@ -86,8 +86,8 @@ gl_FragCoord origin is upper left
0:35 Sequence
0:35 move second child to first child ( temp 4-element array of float)
0:35 'local_float_array' ( temp 4-element array of float)
0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
0:35 g_floats: direct index for structure ( uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:35 Constant:
0:35 2 (const uint)
0:37 move second child to first child ( temp 4-component vector of float)
......@@ -165,7 +165,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:? 'not_flattened_a' ( global 5-element array of int)
0:? 'color' (layout( location=0) out 4-component vector of float)
......@@ -260,8 +260,8 @@ gl_FragCoord origin is upper left
0:35 Sequence
0:35 move second child to first child ( temp 4-element array of float)
0:35 'local_float_array' ( temp 4-element array of float)
0:35 g_floats: direct index for structure (layout( offset=384) uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
0:35 g_floats: direct index for structure ( uniform 4-element array of float)
0:35 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:35 Constant:
0:35 2 (const uint)
0:37 move second child to first child ( temp 4-component vector of float)
......@@ -339,7 +339,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[0]' (layout( binding=5) uniform sampler)
0:? 'g_samp_explicit[1]' (layout( binding=6) uniform sampler)
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10 offset=192) uniform 4-element array of 3X3 matrix of float g_mats_explicit, layout( offset=384) uniform 4-element array of float g_floats})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:? 'not_flattened_a' ( global 5-element array of int)
0:? 'color' (layout( location=0) out 4-component vector of float)
......
......@@ -14,16 +14,16 @@ gl_FragCoord origin is upper left
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 direct index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 direct index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' ( in int)
......@@ -43,9 +43,9 @@ gl_FragCoord origin is upper left
0:10 'i' ( in int)
0:10 indirect index ( temp 4-component vector of float)
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' ( in int)
......@@ -67,10 +67,10 @@ gl_FragCoord origin is upper left
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'i' (layout( location=0) in int)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
Linked fragment stage:
......@@ -91,16 +91,16 @@ gl_FragCoord origin is upper left
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 add ( temp 4-component vector of float)
0:10 direct index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 direct index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 Constant:
0:10 1 (const int)
0:10 indirect index (layout( offset=0) temp 4-component vector of float)
0:10 a: direct index for structure (layout( offset=0) uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp 4-component vector of float)
0:10 a: direct index for structure ( uniform 4-element array of 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 0 (const uint)
0:10 'i' ( in int)
......@@ -120,9 +120,9 @@ gl_FragCoord origin is upper left
0:10 'i' ( in int)
0:10 indirect index ( temp 4-component vector of float)
0:10 m: direct index for structure ( temp 7-element array of 4-component vector of float)
0:10 indirect index (layout( offset=64) temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure (layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 indirect index ( temp structure{ temp 7-element array of 4-component vector of float m})
0:10 s: direct index for structure ( uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m})
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:10 Constant:
0:10 1 (const uint)
0:10 'i' ( in int)
......@@ -144,10 +144,10 @@ gl_FragCoord origin is upper left
0:? 'i' ( temp int)
0:? 'input' ( temp 3-element array of 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 4-component vector of float a, uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'i' (layout( location=0) in int)
0:? 'input' (layout( location=1) in 3-element array of 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-element array of 4-component vector of float a, layout( offset=64) uniform 11-element array of structure{ temp 7-element array of 4-component vector of float m} s})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -14,11 +14,11 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 2 (const int)
0:14 Construct vec4 ( temp 4-component vector of float)
0:14 direct index (layout( offset=0) temp float)
0:14 direct index (layout( offset=0) temp 3-element array of float)
0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 direct index ( temp float)
0:14 direct index ( temp 3-element array of float)
0:14 direct index ( temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
......@@ -61,8 +61,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
Linked fragment stage:
......@@ -83,11 +83,11 @@ gl_FragCoord origin is upper left
0:14 Constant:
0:14 2 (const int)
0:14 Construct vec4 ( temp 4-component vector of float)
0:14 direct index (layout( offset=0) temp float)
0:14 direct index (layout( offset=0) temp 3-element array of float)
0:14 direct index (layout( offset=0) temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure (layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 direct index ( temp float)
0:14 direct index ( temp 3-element array of float)
0:14 direct index ( temp 4-element array of 3-element array of float)
0:14 float_array: direct index for structure ( uniform 5-element array of 4-element array of 3-element array of float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:14 Constant:
0:14 0 (const uint)
0:14 Constant:
......@@ -130,8 +130,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 5-element array of 4-element array of 3-element array of float float_array})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 5-element array of 4-element array of 3-element array of float float_array})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -14,8 +14,8 @@ local_size = (4, 6, 8)
0:11 Loop Condition
0:11 Compare Less Than ( temp bool)
0:11 'x' ( temp int)
0:11 bound: direct index for structure (layout( offset=0) uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
0:11 bound: direct index for structure ( uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:11 Constant:
0:11 0 (const uint)
0:11 No loop body
......@@ -35,8 +35,8 @@ local_size = (4, 6, 8)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
Linked compute stage:
......@@ -57,8 +57,8 @@ local_size = (4, 6, 8)
0:11 Loop Condition
0:11 Compare Less Than ( temp bool)
0:11 'x' ( temp int)
0:11 bound: direct index for structure (layout( offset=0) uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
0:11 bound: direct index for structure ( uniform int)
0:11 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:11 Constant:
0:11 0 (const uint)
0:11 No loop body
......@@ -78,8 +78,8 @@ local_size = (4, 6, 8)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:9 Function Call: @main( ( temp 4-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int bound})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int bound})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -125,7 +125,7 @@ gl_FragCoord origin is upper left
0:30 Constant:
0:30 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
......@@ -258,7 +258,7 @@ gl_FragCoord origin is upper left
0:30 Constant:
0:30 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float uf4})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float uf4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
......
......@@ -12,12 +12,12 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 component-wise multiply ( temp 4-component vector of float)
0:10 'input' ( in 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
Linked fragment stage:
......@@ -34,12 +34,12 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 component-wise multiply ( temp 4-component vector of float)
0:10 'input' ( in 4-component vector of float)
0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:10 Constant:
0:10 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
// Module Version 10000
// Generated by (magic number): 80001
......
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......@@ -351,9 +351,9 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
Linked fragment stage:
......@@ -711,9 +711,9 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -11,8 +11,8 @@ gl_FragCoord origin is upper left
0:6 Constant:
0:6 255.001953
0:6 vector swizzle ( temp 4-component vector of float)
0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
0:6 col4: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
......@@ -31,8 +31,8 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:5 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
Linked fragment stage:
......@@ -50,8 +50,8 @@ gl_FragCoord origin is upper left
0:6 Constant:
0:6 255.001953
0:6 vector swizzle ( temp 4-component vector of float)
0:6 col4: direct index for structure (layout( offset=0) uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
0:6 col4: direct index for structure ( uniform 4-component vector of float)
0:6 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:6 Constant:
0:6 0 (const uint)
0:6 Sequence
......@@ -70,8 +70,8 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:5 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float col4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float col4})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -10,8 +10,8 @@ gl_FragCoord origin is upper left
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure (layout( offset=8) uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
......@@ -19,8 +19,8 @@ gl_FragCoord origin is upper left
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
......@@ -46,8 +46,8 @@ gl_FragCoord origin is upper left
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
Linked fragment stage:
......@@ -64,8 +64,8 @@ gl_FragCoord origin is upper left
0:16 'r00' ( temp uint)
0:16 bitCount ( temp uint)
0:16 Convert float to uint ( temp uint)
0:16 f: direct index for structure (layout( offset=8) uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:16 f: direct index for structure ( uniform float)
0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:16 Constant:
0:16 2 (const uint)
0:17 Sequence
......@@ -73,8 +73,8 @@ gl_FragCoord origin is upper left
0:17 'r01' ( temp 2-component vector of uint)
0:17 bitFieldReverse ( temp 2-component vector of uint)
0:17 Convert float to uint ( temp 2-component vector of uint)
0:17 f2: direct index for structure (layout( offset=32) uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
0:17 f2: direct index for structure ( uniform 2-component vector of float)
0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:17 Constant:
0:17 6 (const uint)
0:20 move second child to first child ( temp 4-component vector of float)
......@@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2})
// Module Version 10000
// Generated by (magic number): 80001
......
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -6,8 +6,8 @@ gl_FragCoord origin is upper left
0:20 Function Parameters:
0:? Sequence
0:37 clamp ( temp float)
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
0:37 fpos: direct index for structure ( uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
......@@ -94,10 +94,10 @@ gl_FragCoord origin is upper left
0:20 Constant:
0:20 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
Linked fragment stage:
......@@ -110,8 +110,8 @@ gl_FragCoord origin is upper left
0:20 Function Parameters:
0:? Sequence
0:37 clamp ( temp float)
0:37 fpos: direct index for structure (layout( offset=52) uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
0:37 fpos: direct index for structure ( uniform float)
0:37 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:37 Constant:
0:37 9 (const uint)
0:37 Constant:
......@@ -198,10 +198,10 @@ gl_FragCoord origin is upper left
0:20 Constant:
0:20 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2, uniform uint upos, uniform float fpos})
0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -7,20 +7,20 @@ gl_FragCoord origin is upper left
0:? Sequence
0:25 imageLoad ( temp 4-component vector of float)
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:25 c1: direct index for structure (layout( offset=0) uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:25 c1: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad ( temp 4-component vector of uint)
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:26 c1: direct index for structure (layout( offset=0) uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:26 c1: direct index for structure ( uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad ( temp 4-component vector of int)
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:27 c1: direct index for structure (layout( offset=0) uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:27 c1: direct index for structure ( uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child ( temp 4-component vector of float)
......@@ -49,8 +49,8 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
Linked fragment stage:
......@@ -64,20 +64,20 @@ gl_FragCoord origin is upper left
0:? Sequence
0:25 imageLoad ( temp 4-component vector of float)
0:25 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:25 c1: direct index for structure (layout( offset=0) uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:25 c1: direct index for structure ( uniform int)
0:25 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:25 Constant:
0:25 0 (const uint)
0:26 imageLoad ( temp 4-component vector of uint)
0:26 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:26 c1: direct index for structure (layout( offset=0) uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:26 c1: direct index for structure ( uniform int)
0:26 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:26 Constant:
0:26 0 (const uint)
0:27 imageLoad ( temp 4-component vector of int)
0:27 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:27 c1: direct index for structure (layout( offset=0) uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
0:27 c1: direct index for structure ( uniform int)
0:27 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:27 Constant:
0:27 0 (const uint)
0:29 move second child to first child ( temp 4-component vector of float)
......@@ -106,8 +106,8 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffF' (layout( rgba32f) uniform imageBuffer)
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -9,14 +9,14 @@ gl_FragCoord origin is upper left
0:13 Condition
0:13 logical-and ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure (layout( offset=0) uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:13 Convert int to bool ( temp bool)
0:13 Convert float to int ( temp int)
0:13 fval: direct index for structure (layout( offset=32) uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:13 fval: direct index for structure ( uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 2 (const uint)
0:13 true case is null
......@@ -24,14 +24,14 @@ gl_FragCoord origin is upper left
0:14 Condition
0:14 logical-or ( temp bool)
0:14 Convert int to bool ( temp bool)
0:14 ival: direct index for structure (layout( offset=0) uniform int)
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:14 ival: direct index for structure ( uniform int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 0 (const uint)
0:14 Convert int to bool ( temp bool)
0:14 Convert float to int ( temp int)
0:14 fval: direct index for structure (layout( offset=32) uniform float)
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:14 fval: direct index for structure ( uniform float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 2 (const uint)
0:14 true case is null
......@@ -58,8 +58,8 @@ gl_FragCoord origin is upper left
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
Linked fragment stage:
......@@ -75,14 +75,14 @@ gl_FragCoord origin is upper left
0:13 Condition
0:13 logical-and ( temp bool)
0:13 Convert int to bool ( temp bool)
0:13 ival: direct index for structure (layout( offset=0) uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:13 ival: direct index for structure ( uniform int)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 0 (const uint)
0:13 Convert int to bool ( temp bool)
0:13 Convert float to int ( temp int)
0:13 fval: direct index for structure (layout( offset=32) uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:13 fval: direct index for structure ( uniform float)
0:13 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:13 Constant:
0:13 2 (const uint)
0:13 true case is null
......@@ -90,14 +90,14 @@ gl_FragCoord origin is upper left
0:14 Condition
0:14 logical-or ( temp bool)
0:14 Convert int to bool ( temp bool)
0:14 ival: direct index for structure (layout( offset=0) uniform int)
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:14 ival: direct index for structure ( uniform int)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 0 (const uint)
0:14 Convert int to bool ( temp bool)
0:14 Convert float to int ( temp int)
0:14 fval: direct index for structure (layout( offset=32) uniform float)
0:14 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
0:14 fval: direct index for structure ( uniform float)
0:14 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:14 Constant:
0:14 2 (const uint)
0:14 true case is null
......@@ -124,8 +124,8 @@ gl_FragCoord origin is upper left
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int ival, layout( offset=16) uniform 4-component vector of int ival4, layout( offset=32) uniform float fval, layout( offset=48) uniform 4-component vector of float fval4})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -10,7 +10,7 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' ( in 1-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 1-component vector of float f1, layout( offset=16) uniform 1X1 matrix of float fmat11, layout( offset=32) uniform 4X1 matrix of float fmat41, layout( offset=48) uniform 1X2 matrix of float fmat12, layout( offset=80) uniform 2X3 matrix of double dmat23, layout( offset=128) uniform 4X4 matrix of int int44})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44})
Linked fragment stage:
......@@ -28,7 +28,7 @@ gl_FragCoord origin is upper left
0:10 Branch: Return with expression
0:10 'inFloat1' ( in 1-component vector of float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 1-component vector of float f1, layout( offset=16) uniform 1X1 matrix of float fmat11, layout( offset=32) uniform 4X1 matrix of float fmat41, layout( offset=48) uniform 1X2 matrix of float fmat12, layout( offset=80) uniform 2X3 matrix of double dmat23, layout( offset=128) uniform 4X4 matrix of int int44})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 1-component vector of float f1, uniform 1X1 matrix of float fmat11, uniform 4X1 matrix of float fmat41, uniform 1X2 matrix of float fmat12, uniform 2X3 matrix of double dmat23, uniform 4X4 matrix of int int44})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -94,20 +94,20 @@ gl_FragCoord origin is upper left
0:43 23.000000
0:43 24.000000
0:43 25.000000
0:43 idx: direct index for structure (layout( offset=0) uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:43 idx: direct index for structure ( uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:43 Constant:
0:43 0 (const uint)
0:44 Sequence
0:44 move second child to first child ( temp 2-component vector of float)
0:44 'r0c' ( temp 2-component vector of float)
0:44 indirect index (layout( offset=16) temp 2-component vector of float)
0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 indirect index ( temp 2-component vector of float)
0:44 um: direct index for structure ( uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 1 (const uint)
0:44 idx: direct index for structure (layout( offset=0) uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 idx: direct index for structure ( uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 0 (const uint)
0:47 move second child to first child ( temp 4-component vector of float)
......@@ -130,8 +130,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
Linked fragment stage:
......@@ -232,20 +232,20 @@ gl_FragCoord origin is upper left
0:43 23.000000
0:43 24.000000
0:43 25.000000
0:43 idx: direct index for structure (layout( offset=0) uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:43 idx: direct index for structure ( uniform int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:43 Constant:
0:43 0 (const uint)
0:44 Sequence
0:44 move second child to first child ( temp 2-component vector of float)
0:44 'r0c' ( temp 2-component vector of float)
0:44 indirect index (layout( offset=16) temp 2-component vector of float)
0:44 um: direct index for structure (layout( offset=16) uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 indirect index ( temp 2-component vector of float)
0:44 um: direct index for structure ( uniform 3X2 matrix of float)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 1 (const uint)
0:44 idx: direct index for structure (layout( offset=0) uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
0:44 idx: direct index for structure ( uniform int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:44 Constant:
0:44 0 (const uint)
0:47 move second child to first child ( temp 4-component vector of float)
......@@ -268,8 +268,8 @@ gl_FragCoord origin is upper left
0:10 Constant:
0:10 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int idx, uniform 3X2 matrix of float um})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int idx, layout( offset=16) uniform 3X2 matrix of float um})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -43,8 +43,8 @@ gl_FragCoord origin is upper left
0:9 Constant:
0:9 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b})
Linked fragment stage:
......@@ -94,8 +94,8 @@ gl_FragCoord origin is upper left
0:9 Constant:
0:9 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform mediump float b1a, uniform mediump float b1b})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform mediump float b1a, layout( offset=4) uniform mediump float b1b})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -100,8 +100,8 @@ gl_FragCoord origin is upper left
0:43 101 (const int)
0:43 101 (const int)
0:43 101 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:43 Constant:
0:43 0 (const uint)
0:15 Constant:
......@@ -115,8 +115,8 @@ gl_FragCoord origin is upper left
0:44 102 (const int)
0:44 102 (const int)
0:44 102 (const int)
0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:44 ui4: direct index for structure ( uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:44 Constant:
0:44 0 (const uint)
0:44 'myarray' ( temp 2-element array of int)
......@@ -128,8 +128,8 @@ gl_FragCoord origin is upper left
0:45 103 (const int)
0:45 103 (const int)
0:45 103 (const int)
0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:45 ui4: direct index for structure ( uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:45 Constant:
0:45 0 (const uint)
0:45 'myarray' ( temp 2-element array of int)
......@@ -178,11 +178,11 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:36 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
......@@ -290,8 +290,8 @@ gl_FragCoord origin is upper left
0:43 101 (const int)
0:43 101 (const int)
0:43 101 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:43 Constant:
0:43 0 (const uint)
0:15 Constant:
......@@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
0:44 102 (const int)
0:44 102 (const int)
0:44 102 (const int)
0:44 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:44 ui4: direct index for structure ( uniform 4-component vector of int)
0:44 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:44 Constant:
0:44 0 (const uint)
0:44 'myarray' ( temp 2-element array of int)
......@@ -318,8 +318,8 @@ gl_FragCoord origin is upper left
0:45 103 (const int)
0:45 103 (const int)
0:45 103 (const int)
0:45 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:45 ui4: direct index for structure ( uniform 4-component vector of int)
0:45 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:45 Constant:
0:45 0 (const uint)
0:45 'myarray' ( temp 2-element array of int)
......@@ -368,11 +368,11 @@ gl_FragCoord origin is upper left
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:36 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
// Module Version 10000
......
......@@ -101,8 +101,8 @@ ERROR: node is still EOpNull!
0:41 101 (const int)
0:41 101 (const int)
0:41 101 (const int)
0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:41 ui4: direct index for structure ( uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:41 Constant:
0:41 0 (const uint)
0:15 Constant:
......@@ -116,8 +116,8 @@ ERROR: node is still EOpNull!
0:42 102 (const int)
0:42 102 (const int)
0:42 102 (const int)
0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:42 ui4: direct index for structure ( uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:42 Constant:
0:42 0 (const uint)
0:42 'myarray' ( temp 2-element array of int)
......@@ -129,8 +129,8 @@ ERROR: node is still EOpNull!
0:43 103 (const int)
0:43 103 (const int)
0:43 103 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:43 Constant:
0:43 0 (const uint)
0:43 'myarray' ( temp 2-element array of int)
......@@ -185,11 +185,11 @@ ERROR: node is still EOpNull!
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:37 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
......@@ -291,8 +291,8 @@ ERROR: node is still EOpNull!
0:41 101 (const int)
0:41 101 (const int)
0:41 101 (const int)
0:41 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:41 ui4: direct index for structure ( uniform 4-component vector of int)
0:41 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:41 Constant:
0:41 0 (const uint)
0:15 Constant:
......@@ -306,8 +306,8 @@ ERROR: node is still EOpNull!
0:42 102 (const int)
0:42 102 (const int)
0:42 102 (const int)
0:42 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:42 ui4: direct index for structure ( uniform 4-component vector of int)
0:42 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:42 Constant:
0:42 0 (const uint)
0:42 'myarray' ( temp 2-element array of int)
......@@ -319,8 +319,8 @@ ERROR: node is still EOpNull!
0:43 103 (const int)
0:43 103 (const int)
0:43 103 (const int)
0:43 ui4: direct index for structure (layout( offset=0) uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:43 ui4: direct index for structure ( uniform 4-component vector of int)
0:43 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:43 Constant:
0:43 0 (const uint)
0:43 'myarray' ( temp 2-element array of int)
......@@ -375,11 +375,11 @@ ERROR: node is still EOpNull!
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
0:37 Function Call: @main( ( temp 4-component vector of int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of int ui4, uniform float ufvar})
0:? 'cia' ( const int)
0:? -4 (const int)
0:? 'cib' ( const int)
0:? -42 (const int)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of int ui4, layout( offset=16) uniform float ufvar})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of int)
SPIR-V is not generated for failed compile or link
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......@@ -29,8 +29,8 @@ gl_FragCoord origin is upper left
0:16 0 (const int)
0:? Linker Objects
0:? 'TestTexture' ( uniform texture2D)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float TestUF})
Linked fragment stage:
......@@ -66,8 +66,8 @@ gl_FragCoord origin is upper left
0:16 0 (const int)
0:? Linker Objects
0:? 'TestTexture' ( uniform texture2D)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float TestUF})
// Module Version 10000
// Generated by (magic number): 80001
......
......@@ -113,11 +113,11 @@ gl_FragCoord origin is upper left
0:? 'input' ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:? 's_ff1' ( in bool Face)
......@@ -234,11 +234,11 @@ gl_FragCoord origin is upper left
0:? 'input' ( temp 4-component vector of float)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d} s1, layout( binding=5 offset=1620) uniform float ff5, layout( binding=8 offset=1636) uniform float ff6})
0:? 's_ff1' ( in bool Face)
// Module Version 10000
......
......@@ -45,13 +45,13 @@ using depth_greater
0:15 Constant:
0:15 3 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'f' (layout( location=0) out float)
0:? 'g' (layout( location=1) out float)
0:? 'd' ( out float FragDepth)
0:? 'normal' (layout( location=2) out 4-component vector of float)
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
Linked fragment stage:
......@@ -103,13 +103,13 @@ using depth_greater
0:15 Constant:
0:15 3 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
0:? 'f' (layout( location=0) out float)
0:? 'g' (layout( location=1) out float)
0:? 'd' ( out float FragDepth)
0:? 'normal' (layout( location=2) out 4-component vector of float)
0:? 't' (layout( location=0) in structure{ temp float f, centroid temp float g, temp float d, temp 4-component vector of float normal})
0:? 'anon@1' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
// Module Version 10000
// Generated by (magic number): 80001
......@@ -148,16 +148,16 @@ using depth_greater
MemberName 56(T) 1 "g"
MemberName 56(T) 2 "d"
MemberName 56(T) 3 "normal"
Name 57 "buff"
MemberName 57(buff) 0 "t"
Name 57 "$Global"
MemberName 57($Global) 0 "s"
Name 59 ""
Name 60 "T"
MemberName 60(T) 0 "f"
MemberName 60(T) 1 "g"
MemberName 60(T) 2 "d"
MemberName 60(T) 3 "normal"
Name 61 "$Global"
MemberName 61($Global) 0 "s"
Name 61 "buff"
MemberName 61(buff) 0 "t"
Name 63 ""
MemberDecorate 19(T) 1 Centroid
Decorate 21(t) Location 0
......@@ -165,19 +165,19 @@ using depth_greater
Decorate 46(g) Location 1
Decorate 49(d) BuiltIn FragDepth
Decorate 53(normal) Location 2
MemberDecorate 56(T) 0 Offset 0
MemberDecorate 56(T) 1 Offset 4
MemberDecorate 56(T) 2 Offset 8
MemberDecorate 56(T) 3 Offset 16
MemberDecorate 57(buff) 0 Offset 96
Decorate 57(buff) Block
MemberDecorate 56(T) 0 Offset 68
MemberDecorate 56(T) 1 Offset 72
MemberDecorate 56(T) 2 Offset 76
MemberDecorate 56(T) 3 Offset 80
MemberDecorate 57($Global) 0 Offset 0
Decorate 57($Global) Block
Decorate 59 DescriptorSet 0
MemberDecorate 60(T) 0 Offset 68
MemberDecorate 60(T) 1 Offset 72
MemberDecorate 60(T) 2 Offset 76
MemberDecorate 60(T) 3 Offset 80
MemberDecorate 61($Global) 0 Offset 0
Decorate 61($Global) Block
MemberDecorate 60(T) 0 Offset 0
MemberDecorate 60(T) 1 Offset 4
MemberDecorate 60(T) 2 Offset 8
MemberDecorate 60(T) 3 Offset 16
MemberDecorate 61(buff) 0 Offset 96
Decorate 61(buff) Block
Decorate 63 DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
......@@ -203,12 +203,12 @@ using depth_greater
52: TypePointer Output 7(fvec4)
53(normal): 52(ptr) Variable Output
56(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
57(buff): TypeStruct 56(T)
58: TypePointer Uniform 57(buff)
57($Global): TypeStruct 56(T)
58: TypePointer Uniform 57($Global)
59: 58(ptr) Variable Uniform
60(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
61($Global): TypeStruct 60(T)
62: TypePointer Uniform 61($Global)
61(buff): TypeStruct 60(T)
62: TypePointer Uniform 61(buff)
63: 62(ptr) Variable Uniform
4(main): 2 Function None 3
5: Label
......
......@@ -8,8 +8,8 @@ Shader version: 450
0:23 b: direct index for structure ( temp float)
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 Constant:
0:23 0 (const uint)
0:23 Constant:
......@@ -25,8 +25,8 @@ Shader version: 450
0:? '@entryPointOutput' (layout( location=0) out float)
0:22 Function Call: @main( ( temp float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:? '@entryPointOutput' (layout( location=0) out float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
Linked vertex stage:
......@@ -41,8 +41,8 @@ Shader version: 450
0:23 b: direct index for structure ( temp float)
0:23 s2: direct index for structure ( temp structure{ temp int a, temp float b})
0:23 t3: direct index for structure ( temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2})
0:23 foo: direct index for structure (layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 foo: direct index for structure ( uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3})
0:23 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:23 Constant:
0:23 0 (const uint)
0:23 Constant:
......@@ -58,8 +58,8 @@ Shader version: 450
0:? '@entryPointOutput' (layout( location=0) out float)
0:22 Function Call: @main( ( temp float)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
0:? '@entryPointOutput' (layout( location=0) out float)
0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform structure{ temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t1, temp structure{ temp int a, temp float b} t2, temp structure{ temp structure{ temp int a, temp float b} s1, temp structure{ temp int a, temp float b} s2} t3} foo})
// Module Version 10000
// Generated by (magic number): 80001
......
float4 a;
float b;
static float4 m = a * b;
void f1()
{
a * b;
......
......@@ -2,5 +2,5 @@
// For the version, it uses the latest git tag followed by the number of commits.
// For the date, it uses the current date (when then script is run).
#define GLSLANG_REVISION "Overload400-PrecQual.1930"
#define GLSLANG_REVISION "Overload400-PrecQual.1931"
#define GLSLANG_DATE "22-Mar-2017"
......@@ -226,7 +226,8 @@ void TParseContextBase::rValueErrorCheck(const TSourceLoc& loc, const char* op,
// Add 'symbol' to the list of deferred linkage symbols, which
// are later processed in finish(), at which point the symbol
// must still be valid.
// It is okay if the symbol's type will be subsequently edited.
// It is okay if the symbol's type will be subsequently edited;
// the modifications will be tracked.
void TParseContextBase::trackLinkage(TSymbol& symbol)
{
if (!parsingBuiltins)
......@@ -532,19 +533,18 @@ void TParseContextBase::parseSwizzleSelector(const TSourceLoc& loc, const TStrin
//
void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberType, TString& memberName, TTypeList* typeList)
{
// make the global block, if not yet made
// Make the global block, if not yet made.
if (globalUniformBlock == nullptr) {
TString& blockName = *NewPoolTString(getGlobalUniformBlockName());
TQualifier blockQualifier;
blockQualifier.clear();
blockQualifier.storage = EvqUniform;
TType blockType(new TTypeList, blockName, blockQualifier);
TString* instanceName = NewPoolTString("");
globalUniformBlock = new TVariable(instanceName, blockType, true);
TType blockType(new TTypeList, *NewPoolTString(getGlobalUniformBlockName()), blockQualifier);
setUniformBlockDefaults(blockType);
globalUniformBlock = new TVariable(NewPoolTString(""), blockType, true);
firstNewMember = 0;
}
// add the requested member as a member to the block
// Add the requested member as a member to the global block.
TType* type = new TType;
type->shallowCopy(memberType);
type->setFieldName(memberName);
......@@ -552,36 +552,20 @@ void TParseContextBase::growGlobalUniformBlock(TSourceLoc& loc, TType& memberTyp
type->setStruct(typeList);
TTypeLoc typeLoc = {type, loc};
globalUniformBlock->getType().getWritableStruct()->push_back(typeLoc);
}
//
// Insert into the symbol table the global uniform block created in
// growGlobalUniformBlock(). The variables added as members won't be
// found unless this is done.
//
bool TParseContextBase::insertGlobalUniformBlock()
{
if (globalUniformBlock == nullptr)
return true;
int numMembers = (int)globalUniformBlock->getType().getStruct()->size();
bool inserted = false;
// Insert into the symbol table.
if (firstNewMember == 0) {
// This is the first request; we need a normal symbol table insert
inserted = symbolTable.insert(*globalUniformBlock);
if (inserted)
if (symbolTable.insert(*globalUniformBlock))
trackLinkage(*globalUniformBlock);
} else if (firstNewMember <= numMembers) {
else
error(loc, "failed to insert the global constant buffer", "uniform", "");
} else {
// This is a follow-on request; we need to amend the first insert
inserted = symbolTable.amend(*globalUniformBlock, firstNewMember);
}
if (inserted) {
finalizeGlobalUniformBlockLayout(*globalUniformBlock);
firstNewMember = numMembers;
symbolTable.amend(*globalUniformBlock, firstNewMember);
}
return inserted;
++firstNewMember;
}
void TParseContextBase::finish()
......
......@@ -136,11 +136,7 @@ public:
TSymbolTable& symbolTable; // symbol table that goes with the current language, version, and profile
// Manage the global uniform block (default uniforms in GLSL, $Global in HLSL)
// TODO: This could perhaps get its own object, but the current design doesn't work
// yet when new uniform variables are declared between function definitions, so
// this is pending getting a fully functional design.
virtual void growGlobalUniformBlock(TSourceLoc&, TType&, TString& memberName, TTypeList* typeList = nullptr);
virtual bool insertGlobalUniformBlock();
virtual bool lValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
virtual void rValueErrorCheck(const TSourceLoc&, const char* op, TIntermTyped*);
......@@ -177,7 +173,8 @@ protected:
TVariable* globalUniformBlock; // the actual block, inserted into the symbol table
int firstNewMember; // the index of the first member not yet inserted into the symbol table
// override this to set the language-specific name
virtual const char* getGlobalUniformBlockName() { return ""; }
virtual const char* getGlobalUniformBlockName() const { return ""; }
virtual void setUniformBlockDefaults(TType& block) const { }
virtual void finalizeGlobalUniformBlockLayout(TVariable&) { }
virtual void outputMessage(const TSourceLoc&, const char* szReason, const char* szToken,
const char* szExtraInfoFormat, TPrefixType prefix,
......
......@@ -1513,11 +1513,6 @@ TIntermAggregate* HlslParseContext::handleFunctionDefinition(const TSourceLoc& l
// rest of this function doesn't care.
entryPointTree = transformEntryPoint(loc, function, attributes);
// Insert the $Global constant buffer.
// TODO: this design fails if new members are declared between function definitions.
if (! insertGlobalUniformBlock())
error(loc, "failed to insert the global constant buffer", "uniform", "");
//
// New symbol table scope for body of function plus its arguments
//
......@@ -6701,13 +6696,6 @@ void HlslParseContext::declareBlock(const TSourceLoc& loc, TType& type, const TS
trackLinkage(variable);
}
void HlslParseContext::finalizeGlobalUniformBlockLayout(TVariable& block)
{
block.getWritableType().getQualifier().layoutPacking = ElpStd140;
block.getWritableType().getQualifier().layoutMatrix = ElmRowMajor;
fixBlockUniformOffsets(block.getType().getQualifier(), *block.getWritableType().getWritableStruct());
}
//
// "For a block, this process applies to the entire block, or until the first member
// is reached that has a location layout qualifier. When a block member is declared with a location
......
......@@ -54,7 +54,12 @@ public:
void setLimits(const TBuiltInResource&) override;
bool parseShaderStrings(TPpContext&, TInputScanner& input, bool versionWillBeError = false) override;
virtual const char* getGlobalUniformBlockName() override { return "$Global"; }
virtual const char* getGlobalUniformBlockName() const override { return "$Global"; }
virtual void setUniformBlockDefaults(TType& block) const override
{
block.getQualifier().layoutPacking = ElpStd140;
block.getQualifier().layoutMatrix = ElmRowMajor;
}
void reservedPpErrorCheck(const TSourceLoc&, const char* /*name*/, const char* /*op*/) override { }
bool lineContinuationCheck(const TSourceLoc&, bool /*endOfComment*/) override { return true; }
......@@ -140,7 +145,6 @@ public:
TIntermTyped* constructAggregate(TIntermNode*, const TType&, int, const TSourceLoc&);
TIntermTyped* constructBuiltIn(const TType&, TOperator, TIntermTyped*, const TSourceLoc&, bool subset);
void declareBlock(const TSourceLoc&, TType&, const TString* instanceName = 0, TArraySizes* arraySizes = 0);
void finalizeGlobalUniformBlockLayout(TVariable& block) override;
void fixBlockLocations(const TSourceLoc&, TQualifier&, TTypeList&, bool memberWithLocation, bool memberWithoutLocation);
void fixBlockXfbOffsets(TQualifier&, TTypeList&);
void fixBlockUniformOffsets(const TQualifier&, TTypeList&);
......
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