Updated glsl-optimizer.

This commit is contained in:
Бранимир Караџић
2021-12-29 14:05:21 -08:00
parent 99a7af712f
commit d94a641613
1137 changed files with 3279 additions and 77882 deletions

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*.dsp -crlf
*.dsw -crlf
*.sln -crlf
*.vcproj -crlf

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node_modules
*.a
*.dll
*.exe
*.ilk
*.sdf
*.opensdf
*.la
*.lo
*.log
*.o
*.obj
*.os
*.pc
*.pdb
*.pyc
*.pyo
*.so
*.so.*
*.sw[a-z]
*.tar
*.tar.bz2
*.tar.gz
*.trs
*.zip
*~
depend
depend.bak
bin/ltmain.sh
lib
lib64
configure
configure.lineno
autom4te.cache
aclocal.m4
config.log
config.status
cscope*
.scon*
config.py
build
libtool
manifest.txt
.dir-locals.el
.deps/
.dirstamp
.libs/
Makefile
Makefile.in
ipch
*.pbxuser
*.perspectivev3
*.mode1v3
.svn
*.ncb
*.user
*.suo
*.dSYM
xcuserdata
*.xcworkspace
cmake_install.cmake
Makefile
CMakeFiles/
CMakeCache.txt
.project
.cproject
glsl_main
glsl_test
glslopt
glsl_compiler
.settings/
.pydevproject
build
metalTemp.metal

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projects
tests

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cmake_minimum_required(VERSION 2.8)
include_directories(include)
include_directories(src/mesa)
include_directories(src/mapi)
include_directories(src/glsl)
include_directories(src)
option (DEBUG "Enable debugging" FALSE)
if(${DEBUG} MATCHES "on")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Os -DNDEBUG")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -DNDEBUG")
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -s")
endif()
file(GLOB glcpp-library_sources src/glsl/glcpp/*.c src/util/*.c)
#file(GLOB glcpp-library_sources_remove src/glsl/glcpp/glcpp.c)
#list(REMOVE_ITEM glcpp-library_sources ${glcpp-library_sources_remove})
add_library(glcpp-library ${glcpp-library_sources})
file(GLOB mesa_sources src/mesa/program/*.c src/mesa/main/*.c)
add_library(mesa ${mesa_sources})
file(GLOB glsl_sources src/glsl/*.cpp src/glsl/*.c)
file(GLOB glsl_sources_remove src/glsl/main.cpp src/glsl/builtin_stubs.cpp)
list(REMOVE_ITEM glsl_sources ${glsl_sources_remove})
add_library(glsl_optimizer ${glsl_sources})
target_link_libraries(glsl_optimizer glcpp-library mesa)
add_executable(glsl_compiler src/glsl/main.cpp)
target_link_libraries(glsl_compiler glsl_optimizer)
file(GLOB glsl_test_sources tests/*.cpp)
add_executable(glsl_test ${glsl_test_sources})
target_link_libraries(glsl_test glsl_optimizer)
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
# OSX-specific build requirements
find_library(OpenGL_LIBRARY OpenGL )
target_link_libraries(glsl_test ${OpenGL_LIBRARY})
endif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
file(GLOB glslopt_sources contrib/glslopt/*.cpp)
add_executable(glslopt ${glslopt_sources})
target_link_libraries(glslopt glsl_optimizer)
#add_executable(glcpp src/glsl/glcpp/glcpp.c)
#target_link_libraries(glcpp glsl_optimizer)

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GLSL optimizer Change Log
=========================
2016 10
-------
* Metal/GLES: Fixed bad optimization (all code removed) when framebuffer fetch extension is used, but
fragment shader does not actually read the incoming color value.
* Fixed translation of texelSize().
* Fixed translation of texelFetch().
2016 09
-------
* Metal: Fixed constant precision propagation in some cases.
* Metal: Fixed shadowmap sampling when reference Z value is outside of 0..1 range (now clamps to match GLES specs).
2016 06
-------
Fixed:
* Fixed Metal translation in some cases having wrong precision on constants or constant arrays.
2016 05
-------
Fixed:
* Fixed Metal translation in some cases having wrong precision on struct members.
* Fixed Metal translation in some cases emitting struct declarations vs. constant initializers in wrong order.
2016 03
-------
Fixed:
* Fixed translation performance regression in loop analysis (regressed in 2015 06 fixes).
2015 08
-------
Changes:
* 2D shadow and 2D array uniforms got their own glslopt_basic_type entries.
Fixes:
* Fixed translation of 2D texture arrays (GLSL with EXT_texture_array, GLES3 and Metal).
2015 06
-------
Fixes:
* Fixed some cases of different precision matrix assignments being miscompiled on Metal.
* Fixed yet more issues with translation of weird loops.
* Fixed translation of matrix+scalar, matrix-scalar, matrix/scalar operations on Metal.
2015 05
-------
Fixes:
* Fixes some cases of highp/mediump sampler sampling resulting in resulting temporaries wrongly being lowp.
2015 04
-------
Goodies:
* GLES2: support EXT_draw_instanced / gl_InstanceIDEXT.
* Support gl_VertexID in GLSL < 1.30 when EXT_gpu_shader4 is used.
Fixes:
* Metal: fixed some bugs with translation of weird loops.
2015 02
-------
Tweaks:
* Texture LOD sampling functions on GLES2.0 now produce a wrapper call, that does approximation
(mip bias) on devices that don't support GL_EXT_shader_texture_lod.
* Undefined precision integers on GLES now default to highp.
2015 01
-------
Fixes:
* Float literals are printed with 7 significant digits now.
* Metal: GLSL mod() is properly translated into Metal's fmod().
* Metal: Fixed some cases of reciprocal (1/x) printing missing half precision cast.
* GLES3: textureOffset with a mipmap bias is printed correctly now.
* Fixed a bug with loop inductor detection if the inductor was used before the loop for some things.
* Fixed printing of int/float bitcast operations.
* Improved precision determination of some constructs.
2014 10
-------
Goodies:
* Support for translating GLSL shaders into Apple Metal shading language.
Exactly same process; GLSL in (preferably ES3 variant), optimization passes, Metal out.
All uniforms currently will be put into one constant buffer.
Pass kGlslTargetMetal target to get Metal.
* Shader reflection API. See glslopt_shader_get_* functions. Binding indices
are only automatically assigned on Metal now; on GL/ES targets the reflection API is only
useful to get list of inputs/uniforms, their names and types.
* Improved dead code elimation: some cases of swizzled/masked assignments where same variable was on both sides
were not eliminated if that variable was totally unused later.
* Merged with upstream Mesa, comes with new optimizations (min/max pruning, tree rebalancing, vector_insert lowering).
Fixes:
* sampler3D declarations were missing precision qualifier on GLES3.0.
2014 09
-------
Goodies:
* Supports GL_EXT_draw_buffers in ES2.0, for MRT.
2014 08
-------
Goodies:
* Supports GL_EXT_shader_framebuffer_fetch now, in both ES2.0 & 3.0.
Fixes:
* Fixed printing of infinities & NaNs.
* Fixed vectorization pass in some cases going wrong on texture lookups.
2014 06
-------
Goodies:
* Optimization: split vectors with only some used components into scalars.
Fixes:
* Fixed more issues with for-loop printing.
* Fixed printing of unsigned integer swizzled & constants.
2014 03
-------
Fixes:
* Fixed missing precision qualifier in some ES shaders (mostly due to expansion of ternary ?: check).
2014 02
-------
Fixes:
* Fixed vectorize pass introduced last month going wrong with dot products.
2014 01
-------
Goodies:
* Better optimization: vectorize assignments to individual vector channels.
* More OpenGL ES 2.0 conformant printing of complex for-loops (loop inductions printed
as += or ++; loop initializers inside loop body).
Fixes:
* Fixed array assignments sometimes appearing in pre-GLSL1.20 versions, especially with
complex loops that couldn't be unrolled.
* Fixed output of textureOffset and texelFetch.
* Fixed error messages on MRT outputs on GL & GLES3 (now supports 4 MRTs).
2013 12
-------
Goodies:
* Optimized performance; was spending half of the time in stupid string code.
* Added glslopt_shader_get_stats to get *very* approximate shader complexity stats.
* Nicer printing of complicated for-loops.
Fixes:
* Fixed printing of struct initializers.
2013 11
-------
Goodies:
* Better optimizations: CSE; `A+(-B) => A-B`; `!A || !B => !(A && B)`.
* Merged with upstream Mesa.
Fixes:
* Fixed location qualifiers, ES3.0 version printing, samplerCubeShadow sampling operations.
2013 10
-------
Goodies:
* Initial OpenGL ES 3.0 support
* API to query shader input names; glslopt_shader_get_input_count and glslopt_shader_get_input_name
Changes:
* Xcode project files updated to Xcode 5
Fixes:
* VS2013 fixes

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GLSL optimizer
==============
A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them
and outputs GLSL or Metal source back. Optimizations are function inlining, dead code removal, copy propagation,
constant folding, constant propagation, arithmetic optimizations and so on.
Apparently quite a few mobile platforms are pretty bad at optimizing shaders; and
unfortunately they *also* lack offline shader compilers. So using a GLSL optimizer offline
before can make the shader run much faster on a platform like that. See performance numbers
in [this blog post](http://aras-p.info/blog/2010/09/29/glsl-optimizer/).
Even for drivers that have decent shader optimization, GLSL optimizer could be useful to just strip away
dead code, make shaders smaller and do uniform/input reflection offline.
Almost all actual code is [Mesa 3D's GLSL](http://cgit.freedesktop.org/mesa/mesa/log/)
compiler; all this library does is spits out optimized GLSL or Metal back, and adds GLES type precision
handling to the optimizer.
This GLSL optimizer is made for [Unity's](http://unity3d.com/) purposes and is built-in
starting with Unity 3.0.
GLSL Optimizer is licensed according to the terms of the MIT license.
See [change log here](Changelog.md).
Usage
-----
Visual Studio 2010 (Windows, x86/x64) and Xcode 5+ (Mac, i386) project files for a static
library are provided in `projects/vs2010/glsl_optimizer.sln` and `projects/xcode5/glsl_optimizer_lib`
respectively.
> Note: only the VS and Xcode project files are maintained and should work at any time.
> There's also a cmake and gyp build system for Linux et al., and some stuff in contrib folder -
> all that may or might not work.
For Linux you can use cmake. Just type "cmake . && make" in the root directory.
This will build the optimizer library and some executable binaries.
Interface for the library is `src/glsl/glsl_optimizer.h`. General usage is:
ctx = glslopt_initialize(targetVersion);
for (lots of shaders) {
shader = glslopt_optimize (ctx, shaderType, shaderSource, options);
if (glslopt_get_status (shader)) {
newSource = glslopt_get_output (shader);
} else {
errorLog = glslopt_get_log (shader);
}
glslopt_shader_delete (shader);
}
glslopt_cleanup (ctx);
Tests
-----
There's a testing suite for catching regressions, see `tests` folder. In VS, build
and run `glsl_optimizer_tests` project; in Xcode use `projects/xcode5/glsl_optimizer_tests`
project. The test executable requires path to the `tests` folder as an argument.
Each test comes as three text files; input, expected IR dump and expected optimized
GLSL dump. GLES3 tests are also converted into Metal.
If you're making changes to the project and want pull requests accepted easier, I'd
appreciate if there would be no test suite regressions. If you are implementing a
feature, it would be cool to add tests to cover it as well!
Notes
-----
* GLSL versions 1.10 and 1.20 are supported. 1.10 is the default, use #version 120 to specify
1.20. Higher GLSL versions might work, but aren't tested now.
* GLSL ES versions 1.00 and 3.00 are supported.
Status and Future
-----------------
**Note**: As of mid-2016, the project is unlikely to have any significant developments. At Unity we are largely moving to a different
shader compilation pipeline, with glsl-optimizer mostly not used. So from my side there won't be significant work done on it :(
Dev Notes
---------
Pulling Mesa upstream:
git fetch upstream
git merge upstream/master
sh removeDeletedByUs.sh
# inspect files, git rm unneeded ones, fix conflicts etc.
# git commit
Rebuilding flex/bison parsers:
* When .y/.l files are changed, the parsers are *not* rebuilt automatically,
* Run ./generateParsers.sh to do that. You'll need bison & flex (on Mac, do "Install Command Line Tools" from Xcode)
* I use bison 2.3 and flex 2.5.35 (in OS X 10.8/10.9)

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#! /bin/sh
srcdir=`dirname "$0"`
test -z "$srcdir" && srcdir=.
ORIGDIR=`pwd`
cd "$srcdir"
autoreconf -v --install || exit 1
cd $ORIGDIR || exit $?
if test -z "$NOCONFIGURE"; then
"$srcdir"/configure "$@"
fi

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{
'includes': [
'target_defaults.gypi',
],
'targets': [
{
"include_dirs" : [
"<!(node -e \"require('nan')\")"
],
'target_name': 'glslOptimizer',
'dependencies': [
'src/glsl_optimizer_lib.gyp:*',
],
'sources': [
'src/node/binding.cpp',
'src/node/shader.h',
'src/node/shader.cpp',
'src/node/compiler.h',
'src/node/compiler.cpp'
],
'conditions': [
['OS=="win"', {
'msvs_disabled_warnings': [4506],
}],
],
}
]
}

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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "glsl_optimizer.h"
static glslopt_ctx* gContext = 0;
static int printhelp(const char* msg)
{
if (msg) printf("%s\n\n\n", msg);
printf("Usage: glslopt <-f|-v> <input shader> [<output shader>]\n");
printf("\t-f : fragment shader (default)\n");
printf("\t-v : vertex shader\n");
printf("\t-1 : target OpenGL (default)\n");
printf("\t-2 : target OpenGL ES 2.0\n");
printf("\t-3 : target OpenGL ES 3.0\n");
printf("\n\tIf no output specified, output is to [input].out.\n");
return 1;
}
static bool init(glslopt_target target)
{
gContext = glslopt_initialize(target);
if( !gContext )
return false;
return true;
}
static void term()
{
glslopt_cleanup(gContext);
}
static char* loadFile(const char* filename)
{
FILE* file = fopen(filename, "rt");
if( !file )
{
printf("Failed to open %s for reading\n", filename);
return 0;
}
fseek(file, 0, SEEK_END);
const int size = ftell(file);
fseek(file, 0, SEEK_SET);
char* result = new char[size+1];
const int count = (int)fread(result, 1, size, file);
result[count] = 0;
fclose(file);
return result;
}
static bool saveFile(const char* filename, const char* data)
{
int size = (int)strlen(data);
FILE* file = fopen(filename, "wt");
if( !file )
{
printf( "Failed to open %s for writing\n", filename);
return false;
}
if( 1 != fwrite(data,size,1,file) )
{
printf( "Failed to write to %s\n", filename);
fclose(file);
return false;
}
fclose(file);
return true;
}
static bool compileShader(const char* dstfilename, const char* srcfilename, bool vertexShader)
{
const char* originalShader = loadFile(srcfilename);
if( !originalShader )
return false;
const glslopt_shader_type type = vertexShader ? kGlslOptShaderVertex : kGlslOptShaderFragment;
glslopt_shader* shader = glslopt_optimize(gContext, type, originalShader, 0);
if( !glslopt_get_status(shader) )
{
printf( "Failed to compile %s:\n\n%s\n", srcfilename, glslopt_get_log(shader));
return false;
}
const char* optimizedShader = glslopt_get_output(shader);
if( !saveFile(dstfilename, optimizedShader) )
return false;
delete[] originalShader;
return true;
}
int main(int argc, char* argv[])
{
if( argc < 3 )
return printhelp(NULL);
bool vertexShader = false, freename = false;
glslopt_target languageTarget = kGlslTargetOpenGL;
const char* source = 0;
char* dest = 0;
for( int i=1; i < argc; i++ )
{
if( argv[i][0] == '-' )
{
if( 0 == strcmp("-v", argv[i]) )
vertexShader = true;
else if( 0 == strcmp("-f", argv[i]) )
vertexShader = false;
else if( 0 == strcmp("-1", argv[i]) )
languageTarget = kGlslTargetOpenGL;
else if( 0 == strcmp("-2", argv[i]) )
languageTarget = kGlslTargetOpenGLES20;
else if( 0 == strcmp("-3", argv[i]) )
languageTarget = kGlslTargetOpenGLES30;
}
else
{
if( source == 0 )
source = argv[i];
else if( dest == 0 )
dest = argv[i];
}
}
if( !source )
return printhelp("Must give a source");
if( !init(languageTarget) )
{
printf("Failed to initialize glslopt!\n");
return 1;
}
if ( !dest ) {
dest = (char *) calloc(strlen(source)+5, sizeof(char));
snprintf(dest, strlen(source)+5, "%s.out", source);
freename = true;
}
int result = 0;
if( !compileShader(dest, source, vertexShader) )
result = 1;
if( freename ) free(dest);
term();
return result;
}

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# Linux build for the sample app
OBJS = Main.o
.PHONY: clean all
LDFLAGS += -Wl,-O1 -Wl,-gc-sections
CPPFLAGS += -I ../../src/glsl -L ../../src/glsl
CXXFLAGS += -Wall -Os -s
all: $(OBJS)
g++ -o glslopt Main.o $(CPPFLAGS) -lglslopt $(CXXFLAGS) $(LDFLAGS)
clean:
rm -f glslopt $(OBJS)

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This is a small sample program to get you quickly up and running, it transforms an input textfile
to an output textfile. The input source textfile should be a fully preprocessed GLSL shader and
the output should be a simple shader in textform.
The project file is generated by BadgerConfig.
VS2005
BadgerConfig
Jim Tilander, Santa Monica 2010

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#
# Console files...
#
Main.cpp
Readme
#
# Original test program ..
#
#../../src/glsl/glsl_optimizer_main.cpp
#
# Mesa GLSL2 + GLSL Optimizer
#
../../src/mesa/program/hash_table.c
../../src/mesa/program/hash_table.h
../../src/mesa/program/symbol_table.c
../../src/mesa/program/symbol_table.h
../../src/talloc/talloc.c
../../src/talloc/talloc.h
../../src/glsl/ast.h
../../src/glsl/ast_expr.cpp
../../src/glsl/ast_function.cpp
../../src/glsl/ast_to_hir.cpp
../../src/glsl/ast_type.cpp
../../src/glsl/builtin_function.cpp
../../src/glsl/builtin_types.h
../../src/glsl/builtin_variables.h
../../src/glsl/glsl_lexer.cpp
../../src/glsl/glsl_lexer.lpp
../../src/glsl/glsl_optimizer.cpp
../../src/glsl/glsl_optimizer.h
../../src/glsl/glsl_parser.cpp
../../src/glsl/glsl_parser.h
../../src/glsl/glsl_parser.ypp
../../src/glsl/glsl_parser_extras.cpp
../../src/glsl/glsl_parser_extras.h
../../src/glsl/glsl_symbol_table.h
../../src/glsl/glsl_types.cpp
../../src/glsl/glsl_types.h
../../src/glsl/hir_field_selection.cpp
../../src/glsl/ir.cpp
../../src/glsl/ir.h
../../src/glsl/ir_algebraic.cpp
../../src/glsl/ir_basic_block.cpp
../../src/glsl/ir_basic_block.h
../../src/glsl/ir_clone.cpp
../../src/glsl/ir_constant_expression.cpp
../../src/glsl/ir_constant_folding.cpp
../../src/glsl/ir_constant_propagation.cpp
../../src/glsl/ir_constant_variable.cpp
../../src/glsl/ir_copy_propagation.cpp
../../src/glsl/ir_dead_code.cpp
../../src/glsl/ir_dead_code_local.cpp
../../src/glsl/ir_dead_functions.cpp
../../src/glsl/ir_div_to_mul_rcp.cpp
../../src/glsl/ir_expression_flattening.cpp
../../src/glsl/ir_expression_flattening.h
../../src/glsl/ir_function.cpp
../../src/glsl/ir_function_can_inline.cpp
../../src/glsl/ir_function_inlining.cpp
../../src/glsl/ir_function_inlining.h
../../src/glsl/ir_hierarchical_visitor.cpp
../../src/glsl/ir_hierarchical_visitor.h
../../src/glsl/ir_hv_accept.cpp
../../src/glsl/ir_if_return.cpp
../../src/glsl/ir_if_simplification.cpp
../../src/glsl/ir_if_to_cond_assign.cpp
../../src/glsl/ir_import_prototypes.cpp
../../src/glsl/ir_mat_op_to_vec.cpp
../../src/glsl/ir_mod_to_fract.cpp
../../src/glsl/ir_noop_swizzle.cpp
../../src/glsl/ir_optimization.h
../../src/glsl/ir_print_glsl_visitor.cpp
../../src/glsl/ir_print_glsl_visitor.h
../../src/glsl/ir_print_visitor.cpp
../../src/glsl/ir_print_visitor.h
../../src/glsl/ir_reader.cpp
../../src/glsl/ir_reader.h
../../src/glsl/ir_rvalue_visitor.cpp
../../src/glsl/ir_rvalue_visitor.h
../../src/glsl/ir_structure_splitting.cpp
../../src/glsl/ir_sub_to_add_neg.cpp
../../src/glsl/ir_swizzle_swizzle.cpp
../../src/glsl/ir_tree_grafting.cpp
../../src/glsl/ir_unused_structs.cpp
../../src/glsl/ir_unused_structs.h
../../src/glsl/ir_validate.cpp
../../src/glsl/ir_variable.cpp
../../src/glsl/ir_variable_refcount.cpp
../../src/glsl/ir_variable_refcount.h
../../src/glsl/ir_vec_index_to_cond_assign.cpp
../../src/glsl/ir_vec_index_to_swizzle.cpp
../../src/glsl/ir_visitor.h
../../src/glsl/link_functions.cpp
../../src/glsl/linker.cpp
../../src/glsl/linker.h
../../src/glsl/list.h
#../../src/glsl/main.cpp
../../src/glsl/program.h
../../src/glsl/s_expression.cpp
../../src/glsl/s_expression.h
../../src/glsl/msvc/msvccompat.h

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[General]
Type = ConsoleApplication
SourceFiles = SourceFiles
Platform = Tool
[Project]
IncludePaths=../../src/talloc;../../include;../../src/mesa;../../src/mapi;../../src/glsl/msvc;../../src/glsl
Defines=snprintf=_snprintf;NOMINMAX;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE
DisabledVcWarnings=4291;4996;4800;4099;4244;4018;4245
Libraries=opengl32.lib

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Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "glslopt", "glslopt.vcproj", "{790F4C89-6715-EB39-C392-3FC1D1DB9618}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Final|Win32 = Final|Win32
Profile|Win32 = Profile|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Debug|Win32.ActiveCfg = Debug|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Debug|Win32.Build.0 = Debug|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Final|Win32.ActiveCfg = Final|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Final|Win32.Build.0 = Final|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Profile|Win32.ActiveCfg = Profile|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Profile|Win32.Build.0 = Profile|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Release|Win32.ActiveCfg = Release|Win32
{790F4C89-6715-EB39-C392-3FC1D1DB9618}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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@@ -1,897 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8.00"
Name="glslopt"
ProjectGUID="{790F4C89-6715-EB39-C392-3FC1D1DB9618}"
Keyword="Win32Proj"
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View File

@@ -1,90 +0,0 @@
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../../../../src/mesa/program/hash_table.h
../../../../src/mesa/program/symbol_table.c
../../../../src/mesa/program/symbol_table.h
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# ../../../../src/glsl/glsl_optimizer_main.cpp
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../../../../src/glsl/ir_function_can_inline.cpp
../../../../src/glsl/ir_function_inlining.cpp
../../../../src/glsl/ir_function_inlining.h
../../../../src/glsl/ir_hierarchical_visitor.cpp
../../../../src/glsl/ir_hierarchical_visitor.h
../../../../src/glsl/ir_hv_accept.cpp
../../../../src/glsl/ir_if_return.cpp
../../../../src/glsl/ir_if_simplification.cpp
../../../../src/glsl/ir_if_to_cond_assign.cpp
../../../../src/glsl/ir_import_prototypes.cpp
../../../../src/glsl/ir_mat_op_to_vec.cpp
../../../../src/glsl/ir_mod_to_fract.cpp
../../../../src/glsl/ir_noop_swizzle.cpp
../../../../src/glsl/ir_optimization.h
../../../../src/glsl/ir_print_glsl_visitor.cpp
../../../../src/glsl/ir_print_glsl_visitor.h
../../../../src/glsl/ir_print_visitor.cpp
../../../../src/glsl/ir_print_visitor.h
../../../../src/glsl/ir_reader.cpp
../../../../src/glsl/ir_reader.h
../../../../src/glsl/ir_rvalue_visitor.cpp
../../../../src/glsl/ir_rvalue_visitor.h
../../../../src/glsl/ir_structure_splitting.cpp
../../../../src/glsl/ir_sub_to_add_neg.cpp
../../../../src/glsl/ir_swizzle_swizzle.cpp
../../../../src/glsl/ir_tree_grafting.cpp
../../../../src/glsl/ir_unused_structs.cpp
../../../../src/glsl/ir_unused_structs.h
../../../../src/glsl/ir_validate.cpp
../../../../src/glsl/ir_variable.cpp
../../../../src/glsl/ir_variable_refcount.cpp
../../../../src/glsl/ir_variable_refcount.h
../../../../src/glsl/ir_vec_index_to_cond_assign.cpp
../../../../src/glsl/ir_vec_index_to_swizzle.cpp
../../../../src/glsl/ir_visitor.h
../../../../src/glsl/link_functions.cpp
../../../../src/glsl/linker.cpp
../../../../src/glsl/linker.h
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../../../../src/glsl/program.h
../../../../src/glsl/s_expression.cpp
../../../../src/glsl/s_expression.h
../../../../src/glsl/msvc/msvccompat.h

View File

@@ -1,9 +0,0 @@
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View File

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View File

@@ -1,38 +0,0 @@
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View File

@@ -1,15 +0,0 @@
#! /bin/sh
git rm -rf bin
git rm -rf docs
git rm -rf m4
git rm -rf src/egl
git rm -rf src/glsl/glcpp/tests
git rm -rf src/loader
git rm -rf src/mapi
git rm -rf src/mesa/drivers
git rm -rf src/mesa/main/tests
git rm -rf src/mesa/state_tracker
git rm -rf src/gallium
git rm -rf src/glx
git rm -rf src/gtest
git rm -rf $(git status --porcelain | awk '/^DU/ {print $NF}')

View File

@@ -1,15 +0,0 @@
Import('*')
if not env['msvc']:
Return()
env = env.Clone()
env.Prepend(CPPPATH = ['.'])
getopt = env.ConvenienceLibrary(
target = 'getopt',
source = ['getopt_long.c'],
)
Export('getopt')

View File

@@ -1,8 +0,0 @@
glsl_compiler
glsl_parser.output
builtincompiler
glsl_test
subtest-cr/
subtest-lf/
subtest-cr-lf/
subtest-lf-cr/

View File

@@ -1,228 +0,0 @@
Welcome to Mesa's GLSL compiler. A brief overview of how things flow:
1) lex and yacc-based preprocessor takes the incoming shader string
and produces a new string containing the preprocessed shader. This
takes care of things like #if, #ifdef, #define, and preprocessor macro
invocations. Note that #version, #extension, and some others are
passed straight through. See glcpp/*
2) lex and yacc-based parser takes the preprocessed string and
generates the AST (abstract syntax tree). Almost no checking is
performed in this stage. See glsl_lexer.lpp and glsl_parser.ypp.
3) The AST is converted to "HIR". This is the intermediate
representation of the compiler. Constructors are generated, function
calls are resolved to particular function signatures, and all the
semantic checking is performed. See ast_*.cpp for the conversion, and
ir.h for the IR structures.
4) The driver (Mesa, or main.cpp for the standalone binary) performs
optimizations. These include copy propagation, dead code elimination,
constant folding, and others. Generally the driver will call
optimizations in a loop, as each may open up opportunities for other
optimizations to do additional work. See most files called ir_*.cpp
5) linking is performed. This does checking to ensure that the
outputs of the vertex shader match the inputs of the fragment shader,
and assigns locations to uniforms, attributes, and varyings. See
linker.cpp.
6) The driver may perform additional optimization at this point, as
for example dead code elimination previously couldn't remove functions
or global variable usage when we didn't know what other code would be
linked in.
7) The driver performs code generation out of the IR, taking a linked
shader program and producing a compiled program for each stage. See
ir_to_mesa.cpp for Mesa IR code generation.
FAQ:
Q: What is HIR versus IR versus LIR?
A: The idea behind the naming was that ast_to_hir would produce a
high-level IR ("HIR"), with things like matrix operations, structure
assignments, etc., present. A series of lowering passes would occur
that do things like break matrix multiplication into a series of dot
products/MADs, make structure assignment be a series of assignment of
components, flatten if statements into conditional moves, and such,
producing a low level IR ("LIR").
However, it now appears that each driver will have different
requirements from a LIR. A 915-generation chipset wants all functions
inlined, all loops unrolled, all ifs flattened, no variable array
accesses, and matrix multiplication broken down. The Mesa IR backend
for swrast would like matrices and structure assignment broken down,
but it can support function calls and dynamic branching. A 965 vertex
shader IR backend could potentially even handle some matrix operations
without breaking them down, but the 965 fragment shader IR backend
would want to break to have (almost) all operations down channel-wise
and perform optimization on that. As a result, there's no single
low-level IR that will make everyone happy. So that usage has fallen
out of favor, and each driver will perform a series of lowering passes
to take the HIR down to whatever restrictions it wants to impose
before doing codegen.
Q: How is the IR structured?
A: The best way to get started seeing it would be to run the
standalone compiler against a shader:
./glsl_compiler --dump-lir \
~/src/piglit/tests/shaders/glsl-orangebook-ch06-bump.frag
So for example one of the ir_instructions in main() contains:
(assign (constant bool (1)) (var_ref litColor) (expression vec3 * (var_ref Surf
aceColor) (var_ref __retval) ) )
Or more visually:
(assign)
/ | \
(var_ref) (expression *) (constant bool 1)
/ / \
(litColor) (var_ref) (var_ref)
/ \
(SurfaceColor) (__retval)
which came from:
litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
(the max call is not represented in this expression tree, as it was a
function call that got inlined but not brought into this expression
tree)
Each of those nodes is a subclass of ir_instruction. A particular
ir_instruction instance may only appear once in the whole IR tree with
the exception of ir_variables, which appear once as variable
declarations:
(declare () vec3 normDelta)
and multiple times as the targets of variable dereferences:
...
(assign (constant bool (1)) (var_ref __retval) (expression float dot
(var_ref normDelta) (var_ref LightDir) ) )
...
(assign (constant bool (1)) (var_ref __retval) (expression vec3 -
(var_ref LightDir) (expression vec3 * (constant float (2.000000))
(expression vec3 * (expression float dot (var_ref normDelta) (var_ref
LightDir) ) (var_ref normDelta) ) ) ) )
...
Each node has a type. Expressions may involve several different types:
(declare (uniform ) mat4 gl_ModelViewMatrix)
((assign (constant bool (1)) (var_ref constructor_tmp) (expression
vec4 * (var_ref gl_ModelViewMatrix) (var_ref gl_Vertex) ) )
An expression tree can be arbitrarily deep, and the compiler tries to
keep them structured like that so that things like algebraic
optimizations ((color * 1.0 == color) and ((mat1 * mat2) * vec == mat1
* (mat2 * vec))) or recognizing operation patterns for code generation
(vec1 * vec2 + vec3 == mad(vec1, vec2, vec3)) are easier. This comes
at the expense of additional trickery in implementing some
optimizations like CSE where one must navigate an expression tree.
Q: Why no SSA representation?
A: Converting an IR tree to SSA form makes dead code elmimination,
common subexpression elimination, and many other optimizations much
easier. However, in our primarily vector-based language, there's some
major questions as to how it would work. Do we do SSA on the scalar
or vector level? If we do it at the vector level, we're going to end
up with many different versions of the variable when encountering code
like:
(assign (constant bool (1)) (swiz x (var_ref __retval) ) (var_ref a) )
(assign (constant bool (1)) (swiz y (var_ref __retval) ) (var_ref b) )
(assign (constant bool (1)) (swiz z (var_ref __retval) ) (var_ref c) )
If every masked update of a component relies on the previous value of
the variable, then we're probably going to be quite limited in our
dead code elimination wins, and recognizing common expressions may
just not happen. On the other hand, if we operate channel-wise, then
we'll be prone to optimizing the operation on one of the channels at
the expense of making its instruction flow different from the other
channels, and a vector-based GPU would end up with worse code than if
we didn't optimize operations on that channel!
Once again, it appears that our optimization requirements are driven
significantly by the target architecture. For now, targeting the Mesa
IR backend, SSA does not appear to be that important to producing
excellent code, but we do expect to do some SSA-based optimizations
for the 965 fragment shader backend when that is developed.
Q: How should I expand instructions that take multiple backend instructions?
Sometimes you'll have to do the expansion in your code generation --
see, for example, ir_to_mesa.cpp's handling of ir_unop_sqrt. However,
in many cases you'll want to do a pass over the IR to convert
non-native instructions to a series of native instructions. For
example, for the Mesa backend we have ir_div_to_mul_rcp.cpp because
Mesa IR (and many hardware backends) only have a reciprocal
instruction, not a divide. Implementing non-native instructions this
way gives the chance for constant folding to occur, so (a / 2.0)
becomes (a * 0.5) after codegen instead of (a * (1.0 / 2.0))
Q: How shoud I handle my special hardware instructions with respect to IR?
Our current theory is that if multiple targets have an instruction for
some operation, then we should probably be able to represent that in
the IR. Generally this is in the form of an ir_{bin,un}op expression
type. For example, we initially implemented fract() using (a -
floor(a)), but both 945 and 965 have instructions to give that result,
and it would also simplify the implementation of mod(), so
ir_unop_fract was added. The following areas need updating to add a
new expression type:
ir.h (new enum)
ir.cpp:operator_strs (used for ir_reader)
ir_constant_expression.cpp (you probably want to be able to constant fold)
ir_validate.cpp (check users have the right types)
You may also need to update the backends if they will see the new expr type:
../mesa/shaders/ir_to_mesa.cpp
You can then use the new expression from builtins (if all backends
would rather see it), or scan the IR and convert to use your new
expression type (see ir_mod_to_fract, for example).
Q: How is memory management handled in the compiler?
The hierarchical memory allocator "talloc" developed for the Samba
project is used, so that things like optimization passes don't have to
worry about their garbage collection so much. It has a few nice
features, including low performance overhead and good debugging
support that's trivially available.
Generally, each stage of the compile creates a talloc context and
allocates its memory out of that or children of it. At the end of the
stage, the pieces still live are stolen to a new context and the old
one freed, or the whole context is kept for use by the next stage.
For IR transformations, a temporary context is used, then at the end
of all transformations, reparent_ir reparents all live nodes under the
shader's IR list, and the old context full of dead nodes is freed.
When developing a single IR transformation pass, this means that you
want to allocate instruction nodes out of the temporary context, so if
it becomes dead it doesn't live on as the child of a live node. At
the moment, optimization passes aren't passed that temporary context,
so they find it by calling talloc_parent() on a nearby IR node. The
talloc_parent() call is expensive, so many passes will cache the
result of the first talloc_parent(). Cleaning up all the optimization
passes to take a context argument and not call talloc_parent() is left
as an exercise.
Q: What is the file naming convention in this directory?
Initially, there really wasn't one. We have since adopted one:
- Files that implement code lowering passes should be named lower_*
(e.g., lower_noise.cpp).
- Files that implement optimization passes should be named opt_*.
- Files that implement a class that is used throught the code should
take the name of that class (e.g., ir_hierarchical_visitor.cpp).
- Files that contain code not fitting in one of the previous
categories should have a sensible name (e.g., glsl_parser.ypp).

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@@ -1,112 +0,0 @@
import common
Import('*')
from sys import executable as python_cmd
env = env.Clone()
env.Prepend(CPPPATH = [
'#include',
'#src',
'#src/mapi',
'#src/mesa',
'#src/glsl',
'#src/glsl/glcpp',
])
env.Prepend(LIBS = [mesautil])
# Make glcpp-parse.h and glsl_parser.h reachable from the include path.
env.Append(CPPPATH = [Dir('.').abspath, Dir('glcpp').abspath])
env.Append(YACCFLAGS = '-d -p "glcpp_parser_"')
parser_env = env.Clone()
parser_env.Append(YACCFLAGS = [
'--defines=%s' % File('glsl_parser.h').abspath,
'-p', '_mesa_glsl_',
])
# without this line scons will expect "glsl_parser.hpp" instead of
# "glsl_parser.h", causing glsl_parser.cpp to be regenerated every time
parser_env['YACCHXXFILESUFFIX'] = '.h'
glcpp_lexer = env.CFile('glcpp/glcpp-lex.c', 'glcpp/glcpp-lex.l')
glcpp_parser = env.CFile('glcpp/glcpp-parse.c', 'glcpp/glcpp-parse.y')
glsl_lexer = parser_env.CXXFile('glsl_lexer.cpp', 'glsl_lexer.ll')
glsl_parser = parser_env.CXXFile('glsl_parser.cpp', 'glsl_parser.yy')
# common generated sources
glsl_sources = [
glcpp_lexer,
glcpp_parser[0],
glsl_lexer,
glsl_parser[0],
]
# parse Makefile.sources
source_lists = env.ParseSourceList('Makefile.sources')
# add non-generated sources
for l in ('LIBGLCPP_FILES', 'LIBGLSL_FILES'):
glsl_sources += source_lists[l]
if env['msvc']:
env.Prepend(CPPPATH = ['#/src/getopt'])
env.PrependUnique(LIBS = [getopt])
# Copy these files to avoid generation object files into src/mesa/program
env.Prepend(CPPPATH = ['#src/mesa/main'])
env.Command('imports.c', '#src/mesa/main/imports.c', Copy('$TARGET', '$SOURCE'))
# Copy these files to avoid generation object files into src/mesa/program
env.Prepend(CPPPATH = ['#src/mesa/program'])
env.Command('prog_hash_table.c', '#src/mesa/program/prog_hash_table.c', Copy('$TARGET', '$SOURCE'))
env.Command('symbol_table.c', '#src/mesa/program/symbol_table.c', Copy('$TARGET', '$SOURCE'))
compiler_objs = env.StaticObject(source_lists['GLSL_COMPILER_CXX_FILES'])
mesa_objs = env.StaticObject([
'imports.c',
'prog_hash_table.c',
'symbol_table.c',
])
compiler_objs += mesa_objs
glsl = env.ConvenienceLibrary(
target = 'glsl',
source = glsl_sources,
)
# SCons builtin dependency scanner doesn't detect that glsl_lexer.ll depends on
# glsl_parser.h
env.Depends(glsl, glsl_parser)
Export('glsl')
# Skip building these programs as they will cause SCons error "Two environments
# with different actions were specified for the same target"
if env['crosscompile'] or env['embedded']:
Return()
env = env.Clone()
if env['platform'] == 'windows':
env.PrependUnique(LIBS = [
'user32',
])
env.Prepend(LIBS = [glsl])
glsl_compiler = env.Program(
target = 'glsl_compiler',
source = compiler_objs,
)
env.Alias('glsl_compiler', glsl_compiler)
glcpp = env.Program(
target = 'glcpp/glcpp',
source = ['glcpp/glcpp.c', 'tests/common.c'] + mesa_objs,
)
env.Alias('glcpp', glcpp)

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@@ -1,12 +0,0 @@
- Detect code paths in non-void functions that don't reach a return statement
- Improve handling of constants and their initializers. Constant initializers
should never generate any code. This is trival for scalar constants. It is
also trivial for arrays, matrices, and vectors that are accessed with
constant index values. For others it is more complicated. Perhaps these
cases should be silently converted to uniforms?
- Track source locations throughout the IR. There are currently several
places where we cannot emit line numbers for errors (and currently emit 0:0)
because we've "lost" the line number information. This is particularly
noticeable at link time.

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@@ -1,10 +0,0 @@
glcpp
glcpp-parse.output
*.o
*.lo
*.la
.libs
*~
tests/*.out

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@@ -1,30 +0,0 @@
glcpp -- GLSL "C" preprocessor
This is a simple preprocessor designed to provide the preprocessing
needs of the GLSL language. The requirements for this preprocessor are
specified in the GLSL 1.30 specification availble from:
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.30.10.pdf
This specification is not precise on some semantics, (for example,
#define and #if), defining these merely "as is standard for C++
preprocessors". To fill in these details, I've been using a draft of
the C99 standard as available from:
http://www.open-std.org/jtc1/sc22/wg14/www/docs/n1256.pdf
Any downstream compiler accepting output from glcpp should be prepared
to encounter and deal with the following preprocessor macros:
#line
#pragma
#extension
All other macros will be handled according to the GLSL specification
and will not appear in the output.
Known limitations
-----------------
A file that ends with a function-like macro name as the last
non-whitespace token will result in a parse error, (where it should be
passed through as is).

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@@ -1,8 +1,9 @@
/* A Bison parser, made by GNU Bison 3.0.2. */
/* A Bison parser, made by GNU Bison 3.5.1. */
/* Bison interface for Yacc-like parsers in C
Copyright (C) 1984, 1989-1990, 2000-2013 Free Software Foundation, Inc.
Copyright (C) 1984, 1989-1990, 2000-2015, 2018-2020 Free Software Foundation,
Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -30,6 +31,9 @@
This special exception was added by the Free Software Foundation in
version 2.2 of Bison. */
/* Undocumented macros, especially those whose name start with YY_,
are private implementation details. Do not rely on them. */
#ifndef YY_GLCPP_PARSER_SRC_GLSL_GLCPP_GLCPP_PARSE_H_INCLUDED
# define YY_GLCPP_PARSER_SRC_GLSL_GLCPP_GLCPP_PARSE_H_INCLUDED
/* Debug traces. */

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@@ -1,8 +1,9 @@
/* A Bison parser, made by GNU Bison 3.0.2. */
/* A Bison parser, made by GNU Bison 3.5.1. */
/* Bison interface for Yacc-like parsers in C
Copyright (C) 1984, 1989-1990, 2000-2013 Free Software Foundation, Inc.
Copyright (C) 1984, 1989-1990, 2000-2015, 2018-2020 Free Software Foundation,
Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -30,6 +31,9 @@
This special exception was added by the Free Software Foundation in
version 2.2 of Bison. */
/* Undocumented macros, especially those whose name start with YY_,
are private implementation details. Do not rely on them. */
#ifndef YY__MESA_GLSL_SRC_GLSL_GLSL_PARSER_H_INCLUDED
# define YY__MESA_GLSL_SRC_GLSL_GLSL_PARSER_H_INCLUDED
/* Debug traces. */
@@ -280,10 +284,9 @@ extern int _mesa_glsl_debug;
/* Value type. */
#if ! defined YYSTYPE && ! defined YYSTYPE_IS_DECLARED
typedef union YYSTYPE YYSTYPE;
union YYSTYPE
{
#line 99 "src/glsl/glsl_parser.yy" /* yacc.c:1909 */
#line 99 "src/glsl/glsl_parser.yy"
int n;
float real;
@@ -320,8 +323,10 @@ union YYSTYPE
ast_node *else_statement;
} selection_rest_statement;
#line 324 "src/glsl/glsl_parser.h" /* yacc.c:1909 */
#line 327 "src/glsl/glsl_parser.h"
};
typedef union YYSTYPE YYSTYPE;
# define YYSTYPE_IS_TRIVIAL 1
# define YYSTYPE_IS_DECLARED 1
#endif

View File

@@ -756,6 +756,16 @@ void ir_print_glsl_visitor::visit(ir_expression *ir)
buffer.asprintf_append (")");
}
}
else if (ir->operation == ir_triop_csel)
{
buffer.asprintf_append ("mix(");
ir->operands[2]->accept(this);
buffer.asprintf_append (", ");
ir->operands[1]->accept(this);
buffer.asprintf_append (", bvec%d(", ir->operands[1]->type->vector_elements);
ir->operands[0]->accept(this);
buffer.asprintf_append ("))");
}
else if (ir->operation == ir_binop_vector_extract)
{
// a[b]

View File

@@ -1,11 +0,0 @@
api_exec.c
dispatch.h
enums.c
get_es1.c
get_es2.c
git_sha1.h
git_sha1.h.tmp
remap_helper.h
get_hash.h
get_hash.h.tmp
format_info.c

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@@ -1,4 +0,0 @@
program_parse.output
lex.yy.c
program_parse.tab.c
program_parse.tab.h

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@@ -1 +0,0 @@
format_srgb.c

View File

@@ -1,38 +0,0 @@
import common
Import('*')
from sys import executable as python_cmd
env = env.Clone()
env.Prepend(CPPPATH = [
'#include',
'#src',
'#src/mapi',
'#src/mesa',
'#src/util',
])
env.CodeGenerate(
target = 'format_srgb.c',
script = 'format_srgb.py',
source = [],
command = python_cmd + ' $SCRIPT > $TARGET'
)
# parse Makefile.sources
source_lists = env.ParseSourceList('Makefile.sources')
mesautil_sources = (
source_lists['MESA_UTIL_FILES'] +
source_lists['MESA_UTIL_GENERATED_FILES']
)
mesautil = env.ConvenienceLibrary(
target = 'mesautil',
source = mesautil_sources,
)
env.Alias('mesautil', mesautil)
Export('mesautil')

View File

@@ -1,28 +0,0 @@
{
'target_defaults': {
'configurations': {
'Debug': {
'defines': [
'DEBUG',
'_DEBUG',
],
},
'Release': {
'defines': [
'NDEBUG',
],
},
},
'conditions': [
['OS=="win"', {
'target_defaults': {
'msvs_settings': {
'VCCLCompilerTool': {
'ExceptionHandling': '0',
},
},
},
}],
],
}
}

View File

@@ -1,24 +0,0 @@
vec4 xlat_main( );
vec4 xlat_main( ) {
vec2 poisson[8];
poisson[0] = vec2( 0.000000, 0.000000);
poisson[1] = vec2( 0.527837, -0.0858680);
poisson[2] = vec2( -0.0400880, 0.536087);
poisson[3] = vec2( -0.670445, -0.179949);
poisson[4] = vec2( -0.419418, -0.616039);
poisson[5] = vec2( 0.440453, -0.639399);
poisson[6] = vec2( -0.757088, 0.349334);
poisson[7] = vec2( 0.574619, 0.685879);
vec4 c;
int i = 0;
c = vec4( 0.000000);
for ( ; (i < 8); ( ++i )) {
c.xy += poisson[ i ];
}
return c;
}
void main() {
vec4 xl_retval;
xl_retval = xlat_main( );
gl_FragData[0] = vec4( xl_retval);
}

View File

@@ -1,24 +0,0 @@
mediump vec4 xlat_main( );
mediump vec4 xlat_main( ) {
highp vec2 poisson[8];
poisson[0] = vec2( 0.000000, 0.000000);
poisson[1] = vec2( 0.527837, -0.0858680);
poisson[2] = vec2( -0.0400880, 0.536087);
poisson[3] = vec2( -0.670445, -0.179949);
poisson[4] = vec2( -0.419418, -0.616039);
poisson[5] = vec2( 0.440453, -0.639399);
poisson[6] = vec2( -0.757088, 0.349334);
poisson[7] = vec2( 0.574619, 0.685879);
mediump vec4 c;
highp int i = 0;
c = vec4( 0.000000);
for ( ; (i < 8); ( ++i )) {
c.xy += poisson[ i ];
}
return c;
}
void main() {
mediump vec4 xl_retval;
xl_retval = xlat_main( );
gl_FragData[0] = vec4( xl_retval);
}

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@@ -1,24 +0,0 @@
#version 300 es
mediump vec4 xlat_main( ) {
highp vec2 poisson[8];
poisson[0] = vec2( 0.000000, 0.000000);
poisson[1] = vec2( 0.527837, -0.0858680);
poisson[2] = vec2( -0.0400880, 0.536087);
poisson[3] = vec2( -0.670445, -0.179949);
poisson[4] = vec2( -0.419418, -0.616039);
poisson[5] = vec2( 0.440453, -0.639399);
poisson[6] = vec2( -0.757088, 0.349334);
poisson[7] = vec2( 0.574619, 0.685879);
mediump vec4 c;
highp int i = 0;
c = vec4( 0.000000);
for ( ; (i < 8); ( ++i )) {
c.xy += poisson[ i ];
}
return c;
}
out lowp vec4 _fragData;
void main() {
mediump vec4 xl_retval = xlat_main();
_fragData = vec4(xl_retval);
}

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@@ -1,10 +0,0 @@
void main ()
{
vec4 c_1;
c_1.zw = vec2(0.0, 0.0);
c_1.xy = vec2(-0.3441301, 0.05004501);
gl_FragData[0] = c_1;
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,10 +0,0 @@
void main ()
{
mediump vec4 c_1;
c_1.zw = vec2(0.0, 0.0);
c_1.xy = vec2(-0.3441301, 0.05004501);
gl_FragData[0] = c_1;
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,12 +0,0 @@
#version 300 es
out lowp vec4 _fragData;
void main ()
{
mediump vec4 c_1;
c_1.zw = vec2(0.0, 0.0);
c_1.xy = vec2(-0.3441301, 0.05004501);
_fragData = c_1;
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,22 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1 = 0;
c_1.zw = half2(float2(0.0, 0.0));
c_1.xy = half2(float2(-0.3441301, 0.05004501));
_mtl_o._fragData = c_1;
return _mtl_o;
}
// stats: 2 alu 0 tex 0 flow

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@@ -1,24 +0,0 @@
vec4 xlat_main( );
vec4 xlat_main( ) {
vec2 poisson[8];
poisson[0] = vec2( 0.000000, 0.000000);
poisson[1] = vec2( 0.527837, -0.0858680);
poisson[2] = vec2( -0.0400880, 0.536087);
poisson[3] = vec2( -0.670445, -0.179949);
poisson[4] = vec2( -0.419418, -0.616039);
poisson[5] = vec2( 0.440453, -0.639399);
poisson[6] = vec2( -0.757088, 0.349334);
poisson[7] = vec2( 0.574619, 0.685879);
vec4 c;
int i = 0;
c = vec4( 0.000000);
for ( ; (i < 8); ( ++i )) {
c.xy += poisson[ i ];
}
return c;
}
void main() {
vec4 xl_retval;
xl_retval = xlat_main( );
gl_FragData[0] = vec4( xl_retval);
}

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@@ -1,24 +0,0 @@
mediump vec4 xlat_main( );
mediump vec4 xlat_main( ) {
highp vec2 poisson[8];
poisson[0] = vec2( 0.000000, 0.000000);
poisson[1] = vec2( 0.527837, -0.0858680);
poisson[2] = vec2( -0.0400880, 0.536087);
poisson[3] = vec2( -0.670445, -0.179949);
poisson[4] = vec2( -0.419418, -0.616039);
poisson[5] = vec2( 0.440453, -0.639399);
poisson[6] = vec2( -0.757088, 0.349334);
poisson[7] = vec2( 0.574619, 0.685879);
mediump vec4 c;
highp int i = 0;
c = vec4( 0.000000);
for ( ; (i < 8); ( ++i )) {
c.xy += poisson[ i ];
}
return c;
}
void main() {
mediump vec4 xl_retval;
xl_retval = xlat_main( );
gl_FragData[0] = vec4( xl_retval);
}

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@@ -1,26 +0,0 @@
#version 300 es
out mediump vec4 _fragData;
mediump vec4 xlat_main( );
mediump vec4 xlat_main( ) {
highp vec2 poisson[8];
poisson[0] = vec2( 0.000000, 0.000000);
poisson[1] = vec2( 0.527837, -0.0858680);
poisson[2] = vec2( -0.0400880, 0.536087);
poisson[3] = vec2( -0.670445, -0.179949);
poisson[4] = vec2( -0.419418, -0.616039);
poisson[5] = vec2( 0.440453, -0.639399);
poisson[6] = vec2( -0.757088, 0.349334);
poisson[7] = vec2( 0.574619, 0.685879);
mediump vec4 c;
highp int i = 0;
c = vec4( 0.000000);
for ( ; (i < 8); ( ++i )) {
c.xy += poisson[ i ];
}
return c;
}
void main() {
mediump vec4 xl_retval;
xl_retval = xlat_main( );
_fragData = vec4( xl_retval);
}

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@@ -1,10 +0,0 @@
void main ()
{
vec4 c_1;
c_1.zw = vec2(0.0, 0.0);
c_1.xy = vec2(-0.3441301, 0.05004501);
gl_FragData[0] = c_1;
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,10 +0,0 @@
void main ()
{
mediump vec4 c_1;
c_1.zw = vec2(0.0, 0.0);
c_1.xy = vec2(-0.3441301, 0.05004501);
gl_FragData[0] = c_1;
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,12 +0,0 @@
#version 300 es
out mediump vec4 _fragData;
void main ()
{
mediump vec4 c_1;
c_1.zw = vec2(0.0, 0.0);
c_1.xy = vec2(-0.3441301, 0.05004501);
_fragData = c_1;
}
// stats: 2 alu 0 tex 0 flow

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@@ -1,22 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1 = 0;
c_1.zw = half2(float2(0.0, 0.0));
c_1.xy = half2(float2(-0.3441301, 0.05004501));
_mtl_o._fragData = c_1;
return _mtl_o;
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,23 +0,0 @@
void main() {
if (gl_FragCoord.x==1.0)
discard;
float a;
if (2==3)
a = 2.0;
if (3==4)
a = 3.0;
else
a = 4.0;
for (int i = 0; i < 10; ++i)
a += 1.0;
do {
a += 2.0;
} while (0==1);
a += 1.0;
a *= a;
a = -a;
--a;
a = sqrt(a);
a = 1.0 / a;
gl_FragColor = vec4(a);
}

View File

@@ -1,26 +0,0 @@
#version 300 es
out lowp vec4 _fragData;
void main()
{
if (gl_FragCoord.x==1.0)
discard;
float a;
if (2==3)
a = 2.0;
if (3==4)
a = 3.0;
else
a = 4.0;
for (int i = 0; i < 10; ++i)
a += 1.0;
do {
a += 2.0;
} while (0==1);
a += 1.0;
a *= a;
a = -a;
--a;
a = sqrt(a);
a = 1.0 / a;
_fragData = vec4(a);
}

View File

@@ -1,26 +0,0 @@
void main ()
{
float a_2;
if ((gl_FragCoord.x == 1.0)) {
discard;
};
a_2 = 4.0;
for (int i_1 = 0; i_1 < 10; i_1++) {
a_2 += 1.0;
};
while (true) {
a_2 += 2.0;
break;
};
a_2 += 1.0;
a_2 = (a_2 * a_2);
a_2 = -(a_2);
a_2 = (a_2 - 1.0);
a_2 = inversesqrt(a_2);
gl_FragColor = vec4(a_2);
}
// stats: 12 alu 1 tex 4 flow
// inputs: 1
// #0: gl_FragCoord (high float) 4x1 [-1] loc 0

View File

@@ -1,28 +0,0 @@
#version 300 es
out lowp vec4 _fragData;
void main ()
{
highp float a_2;
if ((gl_FragCoord.x == 1.0)) {
discard;
};
a_2 = 4.0;
for (highp int i_1 = 0; i_1 < 10; i_1++) {
a_2 += 1.0;
};
while (true) {
a_2 += 2.0;
break;
};
a_2 += 1.0;
a_2 = (a_2 * a_2);
a_2 = -(a_2);
a_2 = (a_2 - 1.0);
a_2 = inversesqrt(a_2);
_fragData = vec4(a_2);
}
// stats: 12 alu 1 tex 4 flow
// inputs: 1
// #0: gl_FragCoord (high float) 4x1 [-1] loc 0

View File

@@ -1,39 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
float4 gl_FragCoord [[position]];
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
float a_2 = 0;
if ((_mtl_i.gl_FragCoord.x == 1.0)) {
discard_fragment();
};
a_2 = 4.0;
for (int i_1 = 0; i_1 < 10; i_1++) {
a_2 += 1.0;
};
while (true) {
a_2 += 2.0;
break;
};
a_2 += 1.0;
a_2 = (a_2 * a_2);
a_2 = -(a_2);
a_2 = (a_2 - 1.0);
a_2 = rsqrt(a_2);
_mtl_o._fragData = half4(float4(a_2));
return _mtl_o;
}
// stats: 12 alu 1 tex 4 flow
// inputs: 1
// #0: gl_FragCoord (high float) 4x1 [-1] loc 0

View File

@@ -1,8 +0,0 @@
vec4 xlat_main() {
return vec4(1.0, 1e7, 1e-6, 1.5);
}
void main() {
vec4 x = xlat_main();
gl_FragData[0] = x;
gl_FragData[1] = vec4(1.0/0.0, -1.0/0.0, 0.0/0.0, -0.0/0.0);
}

View File

@@ -1,9 +0,0 @@
mediump vec4 xlat_main( );
mediump vec4 xlat_main( ) {
return vec4( 1.00000);
}
void main() {
mediump vec4 xl_retval;
xl_retval = xlat_main( );
gl_FragData[0] = vec4( xl_retval);
}

View File

@@ -1,8 +0,0 @@
void main ()
{
gl_FragData[0] = vec4(1.0, 1e+07, 1e-06, 1.5);
gl_FragData[1] = vec4((1.0/0.0), (-1.0/0.0), (0.0/0.0), (0.0/0.0));
}
// stats: 2 alu 0 tex 0 flow

View File

@@ -1,7 +0,0 @@
void main ()
{
gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
}
// stats: 1 alu 0 tex 0 flow

View File

@@ -1,14 +0,0 @@
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
// had a bug where if shader framebuffer fetch extension is enabled,
// but not actually used, then translated shader would end up
// being empty, since all writes to gl_FragData were wrongly removed.
#define gl_FragData _glesFragData
layout(location = 0) inout mediump vec4 _glesFragData[4];
in highp vec2 inUV;
void main() {
gl_FragData[0] = vec4(inUV.x);
}

View File

@@ -1,15 +0,0 @@
#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : enable
layout(location=0) inout mediump vec4 _glesFragData[4];
in highp vec2 inUV;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = inUV.xxxx;
_glesFragData[0] = tmpvar_1;
}
// stats: 0 alu 0 tex 0 flow
// inputs: 1
// #0: inUV (high float) 2x1 [-1]

View File

@@ -1,25 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
float2 inUV;
half4 _glesFragData_0 [[color(0)]];
};
struct xlatMtlShaderOutput {
half4 _glesFragData_0 [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
float4 tmpvar_1 = 0;
tmpvar_1 = _mtl_i.inUV.xxxx;
_mtl_o._glesFragData_0 = half4(tmpvar_1);
return _mtl_o;
}
// stats: 0 alu 0 tex 0 flow
// inputs: 1
// #0: inUV (high float) 2x1 [-1]

View File

@@ -1,19 +0,0 @@
// Used to expose bugs in constant variable optimization,
// when variables were deemed constant not taking into
// account branches or previous dereferences of them.
uniform float mode;
float func (float c) {
if (mode == 2.0)
return c;
if (mode == 3.0)
discard;
if (mode == 10.0)
c = 0.1;
return c;
}
void main() {
vec4 c = gl_FragCoord;
c.x = func(c.x);
gl_FragColor = c;
}

View File

@@ -1,29 +0,0 @@
uniform float mode;
void main ()
{
vec4 c_1;
c_1 = gl_FragCoord;
float c_2;
c_2 = gl_FragCoord.x;
float tmpvar_3;
if ((mode == 2.0)) {
tmpvar_3 = c_2;
} else {
if ((mode == 3.0)) {
discard;
};
if ((mode == 10.0)) {
c_2 = 0.1;
};
tmpvar_3 = c_2;
};
c_1.x = tmpvar_3;
gl_FragColor = c_1;
}
// stats: 4 alu 1 tex 3 flow
// inputs: 1
// #0: gl_FragCoord (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
// #0: mode (high float) 1x1 [-1]

View File

@@ -1,6 +0,0 @@
uniform float value;
float otherValue = log(value);
void main()
{
gl_FragColor = vec4(otherValue);
}

View File

@@ -1,10 +0,0 @@
uniform float value;
void main ()
{
gl_FragColor = vec4(log(value));
}
// stats: 1 alu 0 tex 0 flow
// uniforms: 1 (total size: 0)
// #0: value (high float) 1x1 [-1]

View File

@@ -1,19 +0,0 @@
float foo (float v)
{
float a, b;
a = v;
{
float a;
a = sin(v);
b = a;
}
a += b;
return a;
}
varying float vv;
void main()
{
gl_FragColor = vec4(foo(vv));
}

View File

@@ -1,10 +0,0 @@
varying float vv;
void main ()
{
gl_FragColor = vec4((vv + sin(vv)));
}
// stats: 2 alu 0 tex 0 flow
// inputs: 1
// #0: vv (high float) 1x1 [-1]

View File

@@ -1,9 +0,0 @@
void main() {
float a = 0.0;
int k = 0;
for (int i = 0; i < 3; ++i)
a += 1.0;
for ( ; k < 3; ++k)
a += 3.0;
gl_FragColor = vec4(a);
}

View File

@@ -1,7 +0,0 @@
void main ()
{
gl_FragColor = vec4(12.0, 12.0, 12.0, 12.0);
}
// stats: 1 alu 0 tex 0 flow

View File

@@ -1,21 +0,0 @@
// https://github.com/aras-p/glsl-optimizer/issues/49
uniform int loopNum;
void main() {
int myIdx;
vec4 r = vec4(0.0);
myIdx = 1;
for ( ; myIdx < loopNum; ++myIdx) {
r.x += 1.0;
r.y += 2.0;
r.z += 3.0;
}
myIdx = 2;
for ( ; myIdx < loopNum; ++myIdx) {
r.x += 1.0;
r.y += 2.0;
r.z += 3.0;
}
gl_FragColor = r;
}

View File

@@ -1,33 +0,0 @@
uniform int loopNum;
void main ()
{
vec4 r_1;
int myIdx_2;
r_1 = vec4(0.0, 0.0, 0.0, 0.0);
myIdx_2 = 1;
while (true) {
if ((myIdx_2 >= loopNum)) {
break;
};
r_1.x = (r_1.x + 1.0);
r_1.y = (r_1.y + 2.0);
r_1.z = (r_1.z + 3.0);
myIdx_2++;
};
myIdx_2 = 2;
while (true) {
if ((myIdx_2 >= loopNum)) {
break;
};
r_1.x = (r_1.x + 1.0);
r_1.y = (r_1.y + 2.0);
r_1.z = (r_1.z + 3.0);
myIdx_2++;
};
gl_FragColor = r_1;
}
// stats: 13 alu 0 tex 4 flow
// uniforms: 1 (total size: 0)
// #0: loopNum (high int) 1x1 [-1]

View File

@@ -1,78 +0,0 @@
#version 300 es
// from case 685794 at Unity; a particular form of a loop
// started to generate invalid shaders around Unity 4.6.3.
out mediump vec4 _fragData;
struct v2f_surf {
mediump vec2 uv;
highp vec4 pos;
};
uniform sampler2D _MainTex;
uniform mediump float _NumPasses;
uniform mediump vec4 _ContrastShift;
uniform mediump vec4 _SaturationShift;
uniform lowp vec4 _HueShift;
uniform lowp vec4 _LuminosityShift;
lowp vec3 TestCycle2( in lowp vec3 res, in mediump float val )
{
return ((res - 0.5) * pow( (cos(val) + 1.0), val));
}
lowp vec3 TestCycle( in lowp vec3 rgb, in mediump float passes )
{
lowp vec3 res = rgb;
// a weird form of loop that was causing a bug
highp float i = 0.0;
for ( ; (i < 4.0); i += 1.0) {
if ((i == passes)){
break;
}
if ((i == 0.0)){
res = TestCycle2( res, ((_ContrastShift.x * 3.0) + 12.0));
}
else{
if ((i == 1.0)){
res = TestCycle2( res, ((_SaturationShift.y * 3.0) + 12.0));
}
else{
if ((i == 2.0)){
res = TestCycle2( res, ((_HueShift.z * 3.0) + 12.0));
}
else{
res = TestCycle2( res, ((_LuminosityShift.x * 3.0) + 12.0));
}
}
}
}
return res;
}
lowp vec3 surf( in mediump vec2 uv )
{
lowp vec4 t = texture(_MainTex, uv);
if (_NumPasses > 0.0)
t.xyz = TestCycle(t.xyz, _NumPasses);
return t.xyz;
}
lowp vec4 frag_surf( in v2f_surf IN )
{
lowp vec3 col = surf( IN.uv);
return vec4( col, 1.0);
}
in mediump vec2 xlv_TEXCOORD0;
void main() {
lowp vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.uv = vec2(xlv_TEXCOORD0);
xlt_IN.pos = vec4(0.0);
xl_retval = frag_surf(xlt_IN);
_fragData = vec4(xl_retval);
}

View File

@@ -1,88 +0,0 @@
#version 300 es
out mediump vec4 _fragData;
uniform sampler2D _MainTex;
uniform mediump float _NumPasses;
uniform mediump vec4 _ContrastShift;
uniform mediump vec4 _SaturationShift;
uniform lowp vec4 _HueShift;
uniform lowp vec4 _LuminosityShift;
in mediump vec2 xlv_TEXCOORD0;
void main ()
{
lowp vec4 t_1;
lowp vec4 tmpvar_2;
tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0);
t_1 = tmpvar_2;
if ((_NumPasses > 0.0)) {
mediump float passes_3;
passes_3 = _NumPasses;
highp float i_4;
lowp vec3 res_5;
res_5 = tmpvar_2.xyz;
i_4 = 0.0;
while (true) {
if ((i_4 >= 4.0)) {
break;
};
if ((i_4 == passes_3)) {
break;
};
if ((i_4 == 0.0)) {
lowp vec3 tmpvar_6;
mediump float val_7;
val_7 = ((_ContrastShift.x * 3.0) + 12.0);
mediump float tmpvar_8;
tmpvar_8 = pow ((cos(val_7) + 1.0), val_7);
tmpvar_6 = ((res_5 - 0.5) * tmpvar_8);
res_5 = tmpvar_6;
} else {
if ((i_4 == 1.0)) {
lowp vec3 tmpvar_9;
mediump float val_10;
val_10 = ((_SaturationShift.y * 3.0) + 12.0);
mediump float tmpvar_11;
tmpvar_11 = pow ((cos(val_10) + 1.0), val_10);
tmpvar_9 = ((res_5 - 0.5) * tmpvar_11);
res_5 = tmpvar_9;
} else {
if ((i_4 == 2.0)) {
lowp vec3 tmpvar_12;
mediump float val_13;
val_13 = ((_HueShift.z * 3.0) + 12.0);
mediump float tmpvar_14;
tmpvar_14 = pow ((cos(val_13) + 1.0), val_13);
tmpvar_12 = ((res_5 - 0.5) * tmpvar_14);
res_5 = tmpvar_12;
} else {
lowp vec3 tmpvar_15;
mediump float val_16;
val_16 = ((_LuminosityShift.x * 3.0) + 12.0);
mediump float tmpvar_17;
tmpvar_17 = pow ((cos(val_16) + 1.0), val_16);
tmpvar_15 = ((res_5 - 0.5) * tmpvar_17);
res_5 = tmpvar_15;
};
};
};
i_4 += 1.0;
};
t_1.xyz = res_5;
};
lowp vec4 tmpvar_18;
tmpvar_18.w = 1.0;
tmpvar_18.xyz = t_1.xyz;
_fragData = tmpvar_18;
}
// stats: 37 alu 1 tex 7 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
// uniforms: 5 (total size: 0)
// #0: _NumPasses (medium float) 1x1 [-1]
// #1: _ContrastShift (medium float) 4x1 [-1]
// #2: _SaturationShift (medium float) 4x1 [-1]
// #3: _HueShift (low float) 4x1 [-1]
// #4: _LuminosityShift (low float) 4x1 [-1]
// textures: 1
// #0: _MainTex (low 2d) 0x0 [-1]

View File

@@ -1,98 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
half2 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
half _NumPasses;
half4 _ContrastShift;
half4 _SaturationShift;
half4 _HueShift;
half4 _LuminosityShift;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 t_1 = 0;
half4 tmpvar_2 = 0;
tmpvar_2 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0));
t_1 = tmpvar_2;
if ((_mtl_u._NumPasses > (half)(0.0))) {
half passes_3 = 0;
passes_3 = _mtl_u._NumPasses;
float i_4 = 0;
half3 res_5 = 0;
res_5 = tmpvar_2.xyz;
i_4 = 0.0;
while (true) {
if ((i_4 >= 4.0)) {
break;
};
if ((i_4 == (float)(passes_3))) {
break;
};
if ((i_4 == 0.0)) {
half3 tmpvar_6 = 0;
half val_7 = 0;
val_7 = ((_mtl_u._ContrastShift.x * (half)(3.0)) + (half)(12.0));
half tmpvar_8 = 0;
tmpvar_8 = pow ((cos(val_7) + (half)(1.0)), val_7);
tmpvar_6 = ((res_5 - (half)(0.5)) * tmpvar_8);
res_5 = tmpvar_6;
} else {
if ((i_4 == 1.0)) {
half3 tmpvar_9 = 0;
half val_10 = 0;
val_10 = ((_mtl_u._SaturationShift.y * (half)(3.0)) + (half)(12.0));
half tmpvar_11 = 0;
tmpvar_11 = pow ((cos(val_10) + (half)(1.0)), val_10);
tmpvar_9 = ((res_5 - (half)(0.5)) * tmpvar_11);
res_5 = tmpvar_9;
} else {
if ((i_4 == 2.0)) {
half3 tmpvar_12 = 0;
half val_13 = 0;
val_13 = ((_mtl_u._HueShift.z * (half)(3.0)) + (half)(12.0));
half tmpvar_14 = 0;
tmpvar_14 = pow ((cos(val_13) + (half)(1.0)), val_13);
tmpvar_12 = ((res_5 - (half)(0.5)) * tmpvar_14);
res_5 = tmpvar_12;
} else {
half3 tmpvar_15 = 0;
half val_16 = 0;
val_16 = ((_mtl_u._LuminosityShift.x * (half)(3.0)) + (half)(12.0));
half tmpvar_17 = 0;
tmpvar_17 = pow ((cos(val_16) + (half)(1.0)), val_16);
tmpvar_15 = ((res_5 - (half)(0.5)) * tmpvar_17);
res_5 = tmpvar_15;
};
};
};
i_4 += 1.0;
};
t_1.xyz = res_5;
};
half4 tmpvar_18 = 0;
tmpvar_18.w = half(1.0);
tmpvar_18.xyz = t_1.xyz;
_mtl_o._fragData = tmpvar_18;
return _mtl_o;
}
// stats: 37 alu 1 tex 7 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
// uniforms: 5 (total size: 40)
// #0: _NumPasses (medium float) 1x1 [-1] loc 0
// #1: _ContrastShift (medium float) 4x1 [-1] loc 8
// #2: _SaturationShift (medium float) 4x1 [-1] loc 16
// #3: _HueShift (low float) 4x1 [-1] loc 24
// #4: _LuminosityShift (low float) 4x1 [-1] loc 32
// textures: 1
// #0: _MainTex (low 2d) 0x0 [-1] loc 0

View File

@@ -1,8 +0,0 @@
uniform float value;
uniform float otherValue;
void main()
{
float invValue = 1.0 / value;
float result = otherValue / invValue;
gl_FragColor = vec4(result);
}

View File

@@ -1,12 +0,0 @@
uniform float value;
uniform float otherValue;
void main ()
{
gl_FragColor = vec4((otherValue / (1.0/(value))));
}
// stats: 2 alu 0 tex 0 flow
// uniforms: 2 (total size: 0)
// #0: value (high float) 1x1 [-1]
// #1: otherValue (high float) 1x1 [-1]

View File

@@ -1,15 +0,0 @@
#version 300 es
// There was a bug where due to xll_tex2Dlod sampling of a _CameraDepthTexture (that is a highp sampler)
// was producing a missing cast between half4 and float4 on Metal output.
// Shader is a minimal part of Unity's camera motion blur shader that exposes the bug
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return textureLod(s, coord.xy, coord.w); }
uniform highp sampler2D _CameraDepthTexture;
in highp vec2 varUV;
out mediump vec4 _fragData;
void main()
{
highp float z = xll_tex2Dlod(_CameraDepthTexture, vec4(varUV, 0.0, 0.0)).x;
_fragData = vec4(z);
}

View File

@@ -1,17 +0,0 @@
#version 300 es
uniform highp sampler2D _CameraDepthTexture;
in highp vec2 varUV;
out mediump vec4 _fragData;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = textureLod (_CameraDepthTexture, varUV, 0.0).xxxx;
_fragData = tmpvar_1;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: varUV (high float) 2x1 [-1]
// textures: 1
// #0: _CameraDepthTexture (high 2d) 0x0 [-1]

View File

@@ -1,27 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
float2 varUV;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<float> _CameraDepthTexture [[texture(0)]], sampler _mtlsmp__CameraDepthTexture [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
float4 tmpvar_1 = 0;
tmpvar_1 = _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.varUV), level(0.0)).xxxx;
_mtl_o._fragData = half4(tmpvar_1);
return _mtl_o;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: varUV (high float) 2x1 [-1]
// textures: 1
// #0: _CameraDepthTexture (high 2d) 0x0 [-1] loc 0

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@@ -1,118 +0,0 @@
#version 300 es
// There was a bug where due to xll_tex2Dlod sampling of a _CameraDepthTexture (that is a highp sampler)
// was producing a missing cast between half4 and float4 on Metal output.
// Shader is part of Unity's camera motion blur shader.
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return textureLod( s, coord.xy, coord.w); }
struct v2f {
highp vec4 pos;
highp vec2 uv;
};
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp mat4 _Object2World;
uniform highp mat4 _World2Object;
uniform highp float _MaxRadiusOrKInPaper;
const highp int SmallDiscKernelSamples = 12;
const highp vec2[12] SmallDiscKernel = vec2[12]( vec2( -0.326212, -0.40581), vec2( -0.840144, -0.07358), vec2( -0.695914, 0.457137), vec2( -0.203345, 0.620716), vec2( 0.96234, -0.194983), vec2( 0.473434, -0.480026), vec2( 0.519456, 0.767022), vec2( 0.185461, -0.893124), vec2( 0.507431, 0.064425), vec2( 0.89642, 0.412458), vec2( -0.32194, -0.932615), vec2( -0.791559, -0.59771));
uniform sampler2D _MainTex;
uniform highp sampler2D _CameraDepthTexture;
uniform sampler2D _VelTex;
uniform sampler2D _NeighbourMaxTex;
uniform sampler2D _NoiseTex;
uniform sampler2D _TileTexDebug;
uniform highp vec4 _MainTex_TexelSize;
uniform highp vec4 _CameraDepthTexture_TexelSize;
uniform highp vec4 _VelTex_TexelSize;
uniform highp mat4 _InvViewProj;
uniform highp mat4 _PrevViewProj;
uniform highp mat4 _ToPrevViewProjCombined;
uniform highp float _Jitter;
uniform highp float _VelocityScale;
uniform highp float _DisplayVelocityScale;
uniform highp float _MaxVelocity;
uniform highp float _MinVelocity;
uniform highp vec4 _BlurDirectionPacked;
uniform highp float _SoftZDistance;
highp float Linear01Depth( in highp float z )
{
return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
}
highp float cone( in highp vec2 px, in highp vec2 py, in highp vec2 v )
{
return clamp( (1.0 - (length((px - py)) / length(v))), 0.0, 1.0);
}
highp float cylinder( in highp vec2 x, in highp vec2 y, in highp vec2 v )
{
highp float lv = length(v);
return (1.0 - smoothstep( (0.95 * lv), (1.05 * lv), length((x - y))));
}
highp float softDepthCompare( in highp float za, in highp float zb )
{
return clamp( (1.0 - ((za - zb) / _SoftZDistance)), 0.0, 1.0);
}
highp vec4 ReconstructionDiscBlur( in v2f i )
{
highp vec2 xf = i.uv;
highp vec2 x = i.uv;
if ((_MainTex_TexelSize.y < 0.0))
{
xf.y = (1.0 - xf.y);
}
highp vec2 x2 = xf;
highp vec2 vn = xll_tex2Dlod(_NeighbourMaxTex, vec4(x2, 0.0, 0.0)).xy;
highp vec4 cx = xll_tex2Dlod(_MainTex, vec4(x, 0.0, 0.0));
highp vec2 vx = xll_tex2Dlod(_VelTex, vec4(xf, 0.0, 0.0)).xy;
highp vec4 noise = ((xll_tex2Dlod( _NoiseTex, (vec4(i.uv, 0.0, 0.0) * 11.0)) * 2.0) - 1.0);
highp float zx = xll_tex2Dlod(_CameraDepthTexture, vec4(x, 0.0, 0.0)).x;
zx = (-Linear01Depth( zx));
noise *= (_MainTex_TexelSize.xyxy * _Jitter);
highp float weight = 1.0;
highp vec4 sum = (cx * weight);
highp vec4 jitteredDir = (vn.xyxy + noise.xyyz);
jitteredDir = ((max( abs(jitteredDir.xyxy), ((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15)) * sign(jitteredDir.xyxy)) * vec4( 1.0, 1.0, -1.0, -1.0));
highp int l = 0;
for ( ; (l < 12); (l++)) {
highp vec4 y = (i.uv.xyxy + ((jitteredDir.xyxy * SmallDiscKernel[l].xyxy) * vec4( 1.0, 1.0, -1.0, -1.0)));
highp vec4 yf = y;
if ((_MainTex_TexelSize.y < 0.0)){
yf.yw = (1.0 - yf.yw);
}
highp vec2 vy = xll_tex2Dlod( _VelTex, vec4( yf.xy, 0.0, 0.0)).xy;
highp float zy = xll_tex2Dlod( _CameraDepthTexture, vec4( y.xy, 0.0, 0.0)).x;
zy = (-Linear01Depth( zy));
highp float f = softDepthCompare( zx, zy);
highp float b = softDepthCompare( zy, zx);
highp float alphay = (((b * cone( x, y.xy, vx)) + (f * cone( y.xy, x, vy))) + ((cylinder( y.xy, x, vy) * cylinder( x, y.xy, vx)) * 2.0));
highp vec4 cy = xll_tex2Dlod( _MainTex, vec4( y.xy, 0.0, 0.0));
sum += (cy * alphay);
weight += alphay;
}
return (sum / weight);
}
in highp vec2 xlv_TEXCOORD0;
out mediump vec4 _fragData;
void main() {
highp vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2(xlv_TEXCOORD0);
xl_retval = ReconstructionDiscBlur(xlt_i);
_fragData = vec4(xl_retval);
}

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@@ -1,161 +0,0 @@
#version 300 es
uniform highp vec4 _ZBufferParams;
uniform sampler2D _MainTex;
uniform highp sampler2D _CameraDepthTexture;
uniform sampler2D _VelTex;
uniform sampler2D _NeighbourMaxTex;
uniform sampler2D _NoiseTex;
uniform highp vec4 _MainTex_TexelSize;
uniform highp float _Jitter;
uniform highp float _MaxVelocity;
uniform highp float _SoftZDistance;
in highp vec2 xlv_TEXCOORD0;
out mediump vec4 _fragData;
void main ()
{
highp vec2 tmpvar_1;
tmpvar_1 = xlv_TEXCOORD0;
highp vec4 jitteredDir_3;
highp vec4 sum_4;
highp float weight_5;
highp float zx_6;
highp vec2 vx_7;
highp vec2 x_8;
highp vec2 xf_9;
xf_9 = xlv_TEXCOORD0;
x_8 = xlv_TEXCOORD0;
if ((_MainTex_TexelSize.y < 0.0)) {
xf_9.y = (1.0 - xlv_TEXCOORD0.y);
};
lowp vec4 tmpvar_10;
tmpvar_10 = textureLod (_NeighbourMaxTex, xf_9, 0.0);
highp vec2 tmpvar_11;
tmpvar_11 = tmpvar_10.xy;
lowp vec4 tmpvar_12;
tmpvar_12 = textureLod (_MainTex, xlv_TEXCOORD0, 0.0);
highp vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
lowp vec4 tmpvar_14;
tmpvar_14 = textureLod (_VelTex, xf_9, 0.0);
highp vec2 tmpvar_15;
tmpvar_15 = tmpvar_14.xy;
vx_7 = tmpvar_15;
highp vec4 tmpvar_16;
tmpvar_16.zw = vec2(0.0, 0.0);
tmpvar_16.xy = xlv_TEXCOORD0;
highp vec4 coord_17;
coord_17 = (tmpvar_16 * 11.0);
lowp vec4 tmpvar_18;
tmpvar_18 = textureLod (_NoiseTex, coord_17.xy, coord_17.w);
highp vec4 tmpvar_19;
tmpvar_19 = ((tmpvar_18 * 2.0) - 1.0);
zx_6 = -((1.0/((
(_ZBufferParams.x * textureLod (_CameraDepthTexture, xlv_TEXCOORD0, 0.0).x)
+ _ZBufferParams.y))));
weight_5 = 1.0;
sum_4 = tmpvar_13;
highp vec4 tmpvar_20;
tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_MainTex_TexelSize.xyxy * _Jitter)).xyyz);
jitteredDir_3 = ((max (
abs(tmpvar_20.xyxy)
,
((_MainTex_TexelSize.xyxy * _MaxVelocity) * 0.15)
) * sign(tmpvar_20.xyxy)) * vec4(1.0, 1.0, -1.0, -1.0));
for (highp int l_2 = 0; l_2 < 12; l_2++) {
highp float zy_21;
highp vec4 yf_22;
highp vec4 tmpvar_23;
tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * vec2[12](vec2(-0.326212, -0.40581), vec2(-0.840144, -0.07358), vec2(-0.695914, 0.457137), vec2(-0.203345, 0.620716), vec2(0.96234, -0.194983), vec2(0.473434, -0.480026), vec2(0.519456, 0.767022), vec2(0.185461, -0.893124), vec2(0.507431, 0.064425), vec2(0.89642, 0.412458), vec2(-0.32194, -0.932615), vec2(-0.791559, -0.59771))[l_2].xyxy) * vec4(1.0, 1.0, -1.0, -1.0)));
yf_22 = tmpvar_23;
if ((_MainTex_TexelSize.y < 0.0)) {
yf_22.yw = (1.0 - tmpvar_23.yw);
};
lowp vec4 tmpvar_24;
tmpvar_24 = textureLod (_VelTex, yf_22.xy, 0.0);
highp vec2 tmpvar_25;
tmpvar_25 = tmpvar_24.xy;
zy_21 = -((1.0/((
(_ZBufferParams.x * textureLod (_CameraDepthTexture, tmpvar_23.xy, 0.0).x)
+ _ZBufferParams.y))));
highp vec2 x_26;
x_26 = (x_8 - tmpvar_23.xy);
highp vec2 x_27;
x_27 = (tmpvar_23.xy - x_8);
highp float tmpvar_28;
tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
highp vec2 x_29;
x_29 = (tmpvar_23.xy - x_8);
highp float edge0_30;
edge0_30 = (0.95 * tmpvar_28);
highp float tmpvar_31;
tmpvar_31 = clamp (((
sqrt(dot (x_29, x_29))
- edge0_30) / (
(1.05 * tmpvar_28)
- edge0_30)), 0.0, 1.0);
highp float tmpvar_32;
tmpvar_32 = sqrt(dot (vx_7, vx_7));
highp vec2 x_33;
x_33 = (x_8 - tmpvar_23.xy);
highp float edge0_34;
edge0_34 = (0.95 * tmpvar_32);
highp float tmpvar_35;
tmpvar_35 = clamp (((
sqrt(dot (x_33, x_33))
- edge0_34) / (
(1.05 * tmpvar_32)
- edge0_34)), 0.0, 1.0);
highp float tmpvar_36;
tmpvar_36 = (((
clamp ((1.0 - ((zy_21 - zx_6) / _SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_26, x_26)
) / sqrt(
dot (vx_7, vx_7)
))), 0.0, 1.0)
) + (
clamp ((1.0 - ((zx_6 - zy_21) / _SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_27, x_27)
) / sqrt(
dot (tmpvar_25, tmpvar_25)
))), 0.0, 1.0)
)) + ((
(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
(2.0 * tmpvar_31)
))))
*
(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
(2.0 * tmpvar_35)
))))
) * 2.0));
lowp vec4 tmpvar_37;
tmpvar_37 = textureLod (_MainTex, tmpvar_23.xy, 0.0);
highp vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
weight_5 = (weight_5 + tmpvar_36);
};
highp vec4 tmpvar_39;
tmpvar_39 = (sum_4 / weight_5);
_fragData = tmpvar_39;
}
// stats: 99 alu 8 tex 4 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 5 (total size: 0)
// #0: _ZBufferParams (high float) 4x1 [-1]
// #1: _MainTex_TexelSize (high float) 4x1 [-1]
// #2: _Jitter (high float) 1x1 [-1]
// #3: _MaxVelocity (high float) 1x1 [-1]
// #4: _SoftZDistance (high float) 1x1 [-1]
// textures: 5
// #0: _MainTex (low 2d) 0x0 [-1]
// #1: _CameraDepthTexture (high 2d) 0x0 [-1]
// #2: _VelTex (low 2d) 0x0 [-1]
// #3: _NeighbourMaxTex (low 2d) 0x0 [-1]
// #4: _NoiseTex (low 2d) 0x0 [-1]

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@@ -1,172 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
constant float2 _xlat_mtl_const1[12] = {float2(-0.326212, -0.40581), float2(-0.840144, -0.07358), float2(-0.695914, 0.457137), float2(-0.203345, 0.620716), float2(0.96234, -0.194983), float2(0.473434, -0.480026), float2(0.519456, 0.767022), float2(0.185461, -0.893124), float2(0.507431, 0.064425), float2(0.89642, 0.412458), float2(-0.32194, -0.932615), float2(-0.791559, -0.59771)};
struct xlatMtlShaderInput {
float2 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
float4 _ZBufferParams;
float4 _MainTex_TexelSize;
float _Jitter;
float _MaxVelocity;
float _SoftZDistance;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]]
, texture2d<float> _CameraDepthTexture [[texture(1)]], sampler _mtlsmp__CameraDepthTexture [[sampler(1)]]
, texture2d<half> _VelTex [[texture(2)]], sampler _mtlsmp__VelTex [[sampler(2)]]
, texture2d<half> _NeighbourMaxTex [[texture(3)]], sampler _mtlsmp__NeighbourMaxTex [[sampler(3)]]
, texture2d<half> _NoiseTex [[texture(4)]], sampler _mtlsmp__NoiseTex [[sampler(4)]])
{
xlatMtlShaderOutput _mtl_o;
float2 tmpvar_1 = 0;
tmpvar_1 = _mtl_i.xlv_TEXCOORD0;
float4 jitteredDir_3 = 0;
float4 sum_4 = 0;
float weight_5 = 0;
float zx_6 = 0;
float2 vx_7 = 0;
float2 x_8 = 0;
float2 xf_9 = 0;
xf_9 = _mtl_i.xlv_TEXCOORD0;
x_8 = _mtl_i.xlv_TEXCOORD0;
if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
xf_9.y = (1.0 - _mtl_i.xlv_TEXCOORD0.y);
};
half4 tmpvar_10 = 0;
tmpvar_10 = _NeighbourMaxTex.sample(_mtlsmp__NeighbourMaxTex, (float2)(xf_9), level(0.0));
float2 tmpvar_11 = 0;
tmpvar_11 = float2(tmpvar_10.xy);
half4 tmpvar_12 = 0;
tmpvar_12 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0));
float4 tmpvar_13 = 0;
tmpvar_13 = float4(tmpvar_12);
half4 tmpvar_14 = 0;
tmpvar_14 = _VelTex.sample(_mtlsmp__VelTex, (float2)(xf_9), level(0.0));
float2 tmpvar_15 = 0;
tmpvar_15 = float2(tmpvar_14.xy);
vx_7 = tmpvar_15;
float4 tmpvar_16 = 0;
tmpvar_16.zw = float2(0.0, 0.0);
tmpvar_16.xy = _mtl_i.xlv_TEXCOORD0;
float4 coord_17 = 0;
coord_17 = (tmpvar_16 * 11.0);
half4 tmpvar_18 = 0;
tmpvar_18 = _NoiseTex.sample(_mtlsmp__NoiseTex, (float2)(coord_17.xy), level(coord_17.w));
float4 tmpvar_19 = 0;
tmpvar_19 = float4(((tmpvar_18 * (half)(2.0)) - (half)(1.0)));
zx_6 = -((1.0/((
(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(_mtl_i.xlv_TEXCOORD0), level(0.0)).x)
+ _mtl_u._ZBufferParams.y))));
weight_5 = 1.0;
sum_4 = tmpvar_13;
float4 tmpvar_20 = 0;
tmpvar_20 = (tmpvar_11.xyxy + (tmpvar_19 * (_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._Jitter)).xyyz);
jitteredDir_3 = ((max (
abs(tmpvar_20.xyxy)
,
((_mtl_u._MainTex_TexelSize.xyxy * _mtl_u._MaxVelocity) * 0.15)
) * sign(tmpvar_20.xyxy)) * float4(1.0, 1.0, -1.0, -1.0));
for (int l_2 = 0; l_2 < 12; l_2++) {
float zy_21 = 0;
float4 yf_22 = 0;
float4 tmpvar_23 = 0;
tmpvar_23 = (tmpvar_1.xyxy + ((jitteredDir_3.xyxy * _xlat_mtl_const1[l_2].xyxy) * float4(1.0, 1.0, -1.0, -1.0)));
yf_22 = tmpvar_23;
if ((_mtl_u._MainTex_TexelSize.y < 0.0)) {
yf_22.yw = (1.0 - tmpvar_23.yw);
};
half4 tmpvar_24 = 0;
tmpvar_24 = _VelTex.sample(_mtlsmp__VelTex, (float2)(yf_22.xy), level(0.0));
float2 tmpvar_25 = 0;
tmpvar_25 = float2(tmpvar_24.xy);
zy_21 = -((1.0/((
(_mtl_u._ZBufferParams.x * _CameraDepthTexture.sample(_mtlsmp__CameraDepthTexture, (float2)(tmpvar_23.xy), level(0.0)).x)
+ _mtl_u._ZBufferParams.y))));
float2 x_26 = 0;
x_26 = (x_8 - tmpvar_23.xy);
float2 x_27 = 0;
x_27 = (tmpvar_23.xy - x_8);
float tmpvar_28 = 0;
tmpvar_28 = sqrt(dot (tmpvar_25, tmpvar_25));
float2 x_29 = 0;
x_29 = (tmpvar_23.xy - x_8);
float edge0_30 = 0;
edge0_30 = (0.95 * tmpvar_28);
float tmpvar_31 = 0;
tmpvar_31 = clamp (((
sqrt(dot (x_29, x_29))
- edge0_30) / (
(1.05 * tmpvar_28)
- edge0_30)), 0.0, 1.0);
float tmpvar_32 = 0;
tmpvar_32 = sqrt(dot (vx_7, vx_7));
float2 x_33 = 0;
x_33 = (x_8 - tmpvar_23.xy);
float edge0_34 = 0;
edge0_34 = (0.95 * tmpvar_32);
float tmpvar_35 = 0;
tmpvar_35 = clamp (((
sqrt(dot (x_33, x_33))
- edge0_34) / (
(1.05 * tmpvar_32)
- edge0_34)), 0.0, 1.0);
float tmpvar_36 = 0;
tmpvar_36 = (((
clamp ((1.0 - ((zy_21 - zx_6) / _mtl_u._SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_26, x_26)
) / sqrt(
dot (vx_7, vx_7)
))), 0.0, 1.0)
) + (
clamp ((1.0 - ((zx_6 - zy_21) / _mtl_u._SoftZDistance)), 0.0, 1.0)
*
clamp ((1.0 - (sqrt(
dot (x_27, x_27)
) / sqrt(
dot (tmpvar_25, tmpvar_25)
))), 0.0, 1.0)
)) + ((
(1.0 - (tmpvar_31 * (tmpvar_31 * (3.0 -
(2.0 * tmpvar_31)
))))
*
(1.0 - (tmpvar_35 * (tmpvar_35 * (3.0 -
(2.0 * tmpvar_35)
))))
) * 2.0));
half4 tmpvar_37 = 0;
tmpvar_37 = _MainTex.sample(_mtlsmp__MainTex, (float2)(tmpvar_23.xy), level(0.0));
float4 tmpvar_38 = 0;
tmpvar_38 = float4(tmpvar_37);
sum_4 = (sum_4 + (tmpvar_38 * tmpvar_36));
weight_5 = (weight_5 + tmpvar_36);
};
float4 tmpvar_39 = 0;
tmpvar_39 = (sum_4 / weight_5);
_mtl_o._fragData = half4(tmpvar_39);
return _mtl_o;
}
// stats: 99 alu 8 tex 4 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 5 (total size: 44)
// #0: _ZBufferParams (high float) 4x1 [-1] loc 0
// #1: _MainTex_TexelSize (high float) 4x1 [-1] loc 16
// #2: _Jitter (high float) 1x1 [-1] loc 32
// #3: _MaxVelocity (high float) 1x1 [-1] loc 36
// #4: _SoftZDistance (high float) 1x1 [-1] loc 40
// textures: 5
// #0: _MainTex (low 2d) 0x0 [-1] loc 0
// #1: _CameraDepthTexture (high 2d) 0x0 [-1] loc 1
// #2: _VelTex (low 2d) 0x0 [-1] loc 2
// #3: _NeighbourMaxTex (low 2d) 0x0 [-1] loc 3
// #4: _NoiseTex (low 2d) 0x0 [-1] loc 4

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@@ -1,17 +0,0 @@
uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
varying vec2 varUV;
void main()
{
vec4 orig = texture2D (_MainTex, varUV);
// There was a bug where these three texture
// samples were "vectorized" in a wrong way, like
// t.xyz = texture2DProj (_RampTex, t.xyz).xyz;
float rr = texture2D (_RampTex, orig.xx).x;
float gg = texture2D (_RampTex, orig.yy).y;
float bb = texture2D (_RampTex, orig.zz).z;
vec4 color = vec4 (rr, gg, bb, orig.w);
gl_FragData[0] = color;
}

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@@ -1,22 +0,0 @@
uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
varying vec2 varUV;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, varUV);
vec4 tmpvar_2;
tmpvar_2.x = texture2D (_RampTex, tmpvar_1.xx).x;
tmpvar_2.y = texture2D (_RampTex, tmpvar_1.yy).y;
tmpvar_2.z = texture2D (_RampTex, tmpvar_1.zz).z;
tmpvar_2.w = tmpvar_1.w;
gl_FragData[0] = tmpvar_2;
}
// stats: 0 alu 4 tex 0 flow
// inputs: 1
// #0: varUV (high float) 2x1 [-1]
// textures: 2
// #0: _MainTex (high 2d) 0x0 [-1]
// #1: _RampTex (high 2d) 0x0 [-1]

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@@ -1,14 +0,0 @@
#version 300 es
out mediump vec4 _fragData;
in mediump vec4 uv;
void main()
{
mediump vec4 c;
c = uv;
c += gl_FragCoord;
c.x += gl_FrontFacing ? 1.0 : 0.0;
c.xy += gl_PointCoord;
_fragData = c;
}

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@@ -1,25 +0,0 @@
#version 300 es
out mediump vec4 _fragData;
in mediump vec4 uv;
void main ()
{
mediump vec4 c_1;
c_1 = (uv + gl_FragCoord);
highp float tmpvar_2;
if (gl_FrontFacing) {
tmpvar_2 = 1.0;
} else {
tmpvar_2 = 0.0;
};
c_1.x = (c_1.x + tmpvar_2);
c_1.xy = (c_1.xy + gl_PointCoord);
_fragData = c_1;
}
// stats: 5 alu 0 tex 1 flow
// inputs: 4
// #0: gl_PointCoord (medium float) 2x1 [-1] loc 23
// #1: gl_FrontFacing (low bool) 1x1 [-1] loc 22
// #2: gl_FragCoord (high float) 4x1 [-1] loc 0
// #3: uv (medium float) 4x1 [-1]

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@@ -1,38 +0,0 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
struct xlatMtlShaderInput {
float2 gl_PointCoord [[point_coord]];
bool gl_FrontFacing [[front_facing]];
float4 gl_FragCoord [[position]];
half4 uv;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1 = 0;
c_1 = half4(((float4)(_mtl_i.uv) + _mtl_i.gl_FragCoord));
float tmpvar_2 = 0;
if (_mtl_i.gl_FrontFacing) {
tmpvar_2 = 1.0;
} else {
tmpvar_2 = 0.0;
};
c_1.x = (c_1.x + (half)(tmpvar_2));
c_1.xy = half2(((float2)(c_1.xy) + _mtl_i.gl_PointCoord));
_mtl_o._fragData = c_1;
return _mtl_o;
}
// stats: 5 alu 0 tex 1 flow
// inputs: 4
// #0: gl_PointCoord (high float) 2x1 [-1] loc 23
// #1: gl_FrontFacing (low bool) 1x1 [-1] loc 22
// #2: gl_FragCoord (high float) 4x1 [-1] loc 0
// #3: uv (medium float) 4x1 [-1]

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@@ -1,41 +0,0 @@
#version 300 es
#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[1];
struct v2f {
highp vec4 pos;
mediump vec2 uv;
};
struct u2v {
highp vec4 vertex;
mediump vec2 texcoord;
};
const mediump vec3[3] ha = vec3[3]( vec3( 1.0, 2.0, 3.0), vec3( 4.0, 5.0, 6.0), vec3( 7.0, 8.0, 9.0));
const highp vec3[3] fa = vec3[3]( vec3( 11.0, 12.0, 13.0), vec3( 14.0, 15.0, 16.0), vec3( 17.0, 18.0, 19.0));
mediump vec4 frag( in v2f i ) {
mediump vec3 h = vec3( 0.0);
highp vec3 f = vec3( 0.0);
highp vec3 p = vec3( i.uv.xy, 1.0);
highp int j = 0;
for ( ; (j < int((i.uv.x * 3.0))); (j++)) {
h += ha[j];
f += fa[j];
f += (p * ha[0]);
f += (ha[1] * p);
}
return vec4( h.xy, f.xy);
}
in mediump vec2 xlv_TEXCOORD0;
void main() {
mediump vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2(xlv_TEXCOORD0);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4(xl_retval);
}

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