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-rw-r--r--chromium/third_party/glslang/src/Test/baseResults/aggOps.frag.out298
1 files changed, 298 insertions, 0 deletions
diff --git a/chromium/third_party/glslang/src/Test/baseResults/aggOps.frag.out b/chromium/third_party/glslang/src/Test/baseResults/aggOps.frag.out
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index 00000000000..7a60fbc6d03
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+++ b/chromium/third_party/glslang/src/Test/baseResults/aggOps.frag.out
@@ -0,0 +1,298 @@
+aggOps.frag
+WARNING: 0:4: varying deprecated in version 130; may be removed in future release
+WARNING: 0:6: varying deprecated in version 130; may be removed in future release
+
+Shader version: 130
+0:? Sequence
+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 Constant:
+0:27 0 (const int)
+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 Constant:
+0:27 2 (const int)
+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 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 Constant:
+0:28 0 (const int)
+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 Constant:
+0:28 2 (const int)
+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 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 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)
+0:30 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 Constant:
+0:33 2.000000
+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 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 Constant:
+0:36 3.000000
+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 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 Constant:
+0:39 4.000000
+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 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 Constant:
+0:42 5.000000
+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 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 Constant:
+0:45 6.000000
+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 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 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:? 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})
+
+
+Linked fragment stage:
+
+
+Shader version: 130
+0:? Sequence
+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 Constant:
+0:27 0 (const int)
+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 Constant:
+0:27 2 (const int)
+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 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 Constant:
+0:28 0 (const int)
+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 Constant:
+0:28 2 (const int)
+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 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 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)
+0:30 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 Constant:
+0:33 2.000000
+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 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 Constant:
+0:36 3.000000
+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 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 Constant:
+0:39 4.000000
+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 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 Constant:
+0:42 5.000000
+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 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 Constant:
+0:45 6.000000
+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 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 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:? 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})
+