mirror of
https://github.com/bkaradzic/bgfx.git
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Updated glsl-optimizer.
This commit is contained in:
4
3rdparty/glsl-optimizer/.gitattributes
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4
3rdparty/glsl-optimizer/.gitattributes
vendored
@@ -1,4 +0,0 @@
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*.dsp -crlf
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*.dsw -crlf
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*.sln -crlf
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*.vcproj -crlf
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78
3rdparty/glsl-optimizer/.gitignore
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78
3rdparty/glsl-optimizer/.gitignore
vendored
@@ -1,78 +0,0 @@
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node_modules
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*.a
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*.dll
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*.exe
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*.ilk
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*.sdf
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*.opensdf
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*.la
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*.lo
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*.log
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*.o
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*.obj
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*.os
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*.pc
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*.pdb
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*.pyc
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*.pyo
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*.so
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*.so.*
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*.sw[a-z]
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*.tar
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*.tar.bz2
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*.tar.gz
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*.trs
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*.zip
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*~
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depend
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depend.bak
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bin/ltmain.sh
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lib
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lib64
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configure
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configure.lineno
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autom4te.cache
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aclocal.m4
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config.log
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config.status
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cscope*
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.scon*
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config.py
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build
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libtool
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manifest.txt
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.dir-locals.el
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.deps/
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.dirstamp
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.libs/
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Makefile
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Makefile.in
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ipch
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*.pbxuser
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*.perspectivev3
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*.mode1v3
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.svn
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*.ncb
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*.user
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*.suo
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*.dSYM
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xcuserdata
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*.xcworkspace
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cmake_install.cmake
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Makefile
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CMakeFiles/
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CMakeCache.txt
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.project
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.cproject
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glsl_main
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glsl_test
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glslopt
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glsl_compiler
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.settings/
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.pydevproject
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build
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metalTemp.metal
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2
3rdparty/glsl-optimizer/.npmignore
vendored
2
3rdparty/glsl-optimizer/.npmignore
vendored
@@ -1,2 +0,0 @@
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projects
|
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tests
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51
3rdparty/glsl-optimizer/CMakeLists.txt
vendored
51
3rdparty/glsl-optimizer/CMakeLists.txt
vendored
@@ -1,51 +0,0 @@
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cmake_minimum_required(VERSION 2.8)
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include_directories(include)
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include_directories(src/mesa)
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include_directories(src/mapi)
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include_directories(src/glsl)
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include_directories(src)
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option (DEBUG "Enable debugging" FALSE)
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if(${DEBUG} MATCHES "on")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0")
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else()
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Os -DNDEBUG")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -DNDEBUG")
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set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -s")
|
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endif()
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|
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file(GLOB glcpp-library_sources src/glsl/glcpp/*.c src/util/*.c)
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#file(GLOB glcpp-library_sources_remove src/glsl/glcpp/glcpp.c)
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#list(REMOVE_ITEM glcpp-library_sources ${glcpp-library_sources_remove})
|
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add_library(glcpp-library ${glcpp-library_sources})
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|
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file(GLOB mesa_sources src/mesa/program/*.c src/mesa/main/*.c)
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add_library(mesa ${mesa_sources})
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file(GLOB glsl_sources src/glsl/*.cpp src/glsl/*.c)
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file(GLOB glsl_sources_remove src/glsl/main.cpp src/glsl/builtin_stubs.cpp)
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list(REMOVE_ITEM glsl_sources ${glsl_sources_remove})
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add_library(glsl_optimizer ${glsl_sources})
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target_link_libraries(glsl_optimizer glcpp-library mesa)
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add_executable(glsl_compiler src/glsl/main.cpp)
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target_link_libraries(glsl_compiler glsl_optimizer)
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file(GLOB glsl_test_sources tests/*.cpp)
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add_executable(glsl_test ${glsl_test_sources})
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target_link_libraries(glsl_test glsl_optimizer)
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if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
|
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# OSX-specific build requirements
|
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find_library(OpenGL_LIBRARY OpenGL )
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target_link_libraries(glsl_test ${OpenGL_LIBRARY})
|
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endif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
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file(GLOB glslopt_sources contrib/glslopt/*.cpp)
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add_executable(glslopt ${glslopt_sources})
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target_link_libraries(glslopt glsl_optimizer)
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#add_executable(glcpp src/glsl/glcpp/glcpp.c)
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#target_link_libraries(glcpp glsl_optimizer)
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238
3rdparty/glsl-optimizer/Changelog.md
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238
3rdparty/glsl-optimizer/Changelog.md
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@@ -1,238 +0,0 @@
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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.
|
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* Fixed translation of texelSize().
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* Fixed translation of texelFetch().
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||||
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||||
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||||
2016 09
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||||
-------
|
||||
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* 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).
|
||||
|
||||
|
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2016 06
|
||||
-------
|
||||
|
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Fixed:
|
||||
|
||||
* Fixed Metal translation in some cases having wrong precision on constants or constant arrays.
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||||
|
||||
|
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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).
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||||
|
||||
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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
|
||||
102
3rdparty/glsl-optimizer/README.md
vendored
102
3rdparty/glsl-optimizer/README.md
vendored
@@ -1,102 +0,0 @@
|
||||
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)
|
||||
|
||||
14
3rdparty/glsl-optimizer/autogen.sh
vendored
14
3rdparty/glsl-optimizer/autogen.sh
vendored
@@ -1,14 +0,0 @@
|
||||
#! /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
|
||||
28
3rdparty/glsl-optimizer/binding.gyp
vendored
28
3rdparty/glsl-optimizer/binding.gyp
vendored
@@ -1,28 +0,0 @@
|
||||
{
|
||||
'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],
|
||||
}],
|
||||
],
|
||||
}
|
||||
]
|
||||
}
|
||||
159
3rdparty/glsl-optimizer/contrib/glslopt/Main.cpp
vendored
159
3rdparty/glsl-optimizer/contrib/glslopt/Main.cpp
vendored
@@ -1,159 +0,0 @@
|
||||
|
||||
#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;
|
||||
}
|
||||
16
3rdparty/glsl-optimizer/contrib/glslopt/Makefile
vendored
16
3rdparty/glsl-optimizer/contrib/glslopt/Makefile
vendored
@@ -1,16 +0,0 @@
|
||||
# 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)
|
||||
|
||||
13
3rdparty/glsl-optimizer/contrib/glslopt/Readme
vendored
13
3rdparty/glsl-optimizer/contrib/glslopt/Readme
vendored
@@ -1,13 +0,0 @@
|
||||
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
|
||||
105
3rdparty/glsl-optimizer/contrib/glslopt/SourceFiles
vendored
105
3rdparty/glsl-optimizer/contrib/glslopt/SourceFiles
vendored
@@ -1,105 +0,0 @@
|
||||
#
|
||||
# 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
|
||||
@@ -1,10 +0,0 @@
|
||||
[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
|
||||
@@ -1,26 +0,0 @@
|
||||
|
||||
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
|
||||
@@ -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"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="$(ProjectDir)$(ConfigurationName)"
|
||||
IntermediateDirectory="$(ProjectDir)$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
CharacterSet="2"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalOptions=""
|
||||
AdditionalIncludeDirectories=";../../src/talloc;../../include;../../src/mesa;../../src/mapi;../../src/glsl/msvc;../../src/glsl;../../../../../Shared;../../../../../Tools/Shared;../../../freetype-2.1.10/include;../../../Lua/include;../../../FreeImage;../../../../Include;../../.."
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;snprintf=_snprintf;NOMINMAX;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;AURORA_TOOL;AURORA_DEBUGG"
|
||||
StringPooling="false"
|
||||
MinimalRebuild="false"
|
||||
ExceptionHandling="2"
|
||||
BasicRuntimeChecks="3"
|
||||
SmallerTypeCheck="true"
|
||||
RuntimeLibrary="3"
|
||||
StructMemberAlignment="3"
|
||||
BufferSecurityCheck="true"
|
||||
EnableFunctionLevelLinking="true"
|
||||
EnableEnhancedInstructionSet="0"
|
||||
FloatingPointExceptions="false"
|
||||
DisableLanguageExtensions="false"
|
||||
DefaultCharIsUnsigned="true"
|
||||
TreatWChar_tAsBuiltInType="true"
|
||||
ForceConformanceInForLoopScope="true"
|
||||
RuntimeTypeInfo="true"
|
||||
OpenMP="false"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderThrough="PreCompiled.h"
|
||||
WarningLevel="4"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="4"
|
||||
CallingConvention="0"
|
||||
CompileAs="0"
|
||||
DisableSpecificWarnings="4512;4127;4996;4291;4291;4996;4800;4099;4244;4018;4245"
|
||||
UseFullPaths="false"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
LinkLibraryDependencies="true"
|
||||
UseLibraryDependencyInputs="true"
|
||||
AdditionalDependencies="opengl32.lib "
|
||||
ShowProgress="0"
|
||||
OutputFile="$(OutDir)\$(ProjectName).exe"
|
||||
LinkIncremental="2"
|
||||
SuppressStartupBanner="true"
|
||||
AdditionalLibraryDirectories="../../../freetype-2.1.10/lib;../../../Lua/lib;../../../FreeImage;../../../../Lib "
|
||||
GenerateManifest="true"
|
||||
ModuleDefinitionFile=""
|
||||
GenerateDebugInformation="true"
|
||||
GenerateMapFile="true"
|
||||
MapFileName="$(TargetDir)$(TargetName).map"
|
||||
MapExports="false"
|
||||
SubSystem="1"
|
||||
StackReserveSize="8388608"
|
||||
StackCommitSize="8388608"
|
||||
LargeAddressAware="2"
|
||||
TargetMachine="1"
|
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||||
RelativePath="..\..\src\glsl\glsl_types.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\hir_field_selection.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_algebraic.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_basic_block.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_basic_block.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_clone.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_constant_expression.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_constant_folding.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_constant_propagation.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_constant_variable.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_copy_propagation.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_dead_code.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_dead_code_local.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_dead_functions.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_div_to_mul_rcp.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_expression_flattening.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_expression_flattening.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_function.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_function_can_inline.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_function_inlining.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_function_inlining.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_hierarchical_visitor.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_hierarchical_visitor.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_hv_accept.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_if_return.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_if_simplification.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_if_to_cond_assign.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_import_prototypes.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_mat_op_to_vec.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_mod_to_fract.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_noop_swizzle.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_optimization.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_print_glsl_visitor.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_print_glsl_visitor.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_print_visitor.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_print_visitor.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_reader.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_reader.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_rvalue_visitor.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_rvalue_visitor.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_structure_splitting.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_sub_to_add_neg.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_swizzle_swizzle.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_tree_grafting.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_unused_structs.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_unused_structs.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_validate.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_variable.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_variable_refcount.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_variable_refcount.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_vec_index_to_cond_assign.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_vec_index_to_swizzle.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\ir_visitor.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\link_functions.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\linker.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\linker.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\list.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\program.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\s_expression.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\s_expression.h"
|
||||
>
|
||||
</File>
|
||||
<Filter
|
||||
Name="msvc"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\src\glsl\msvc\msvccompat.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
</Filter>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
||||
@@ -1,90 +0,0 @@
|
||||
../../../../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_optimizer_main.cpp
|
||||
../../../../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
|
||||
@@ -1,9 +0,0 @@
|
||||
[General]
|
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|
||||
SourceFiles = SourceFiles
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Platform = Tool
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|
||||
[Project]
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||||
IncludePaths=../../../../src/talloc;../../../../include;../../../../src/mesa;../../../../src/mapi;../../../../src/glsl/msvc;../../../../src/glsl
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||||
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||||
DisabledVcWarnings=4291;4996;4800;4099;4244;4018;4245
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||||
@@ -1,829 +0,0 @@
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||||
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||||
>
|
||||
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|
||||
<Platform
|
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Name="Win32"
|
||||
/>
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||||
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|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
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|
||||
<Configuration
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Name="Debug|Win32"
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||||
OutputDirectory="$(ProjectDir)$(ConfigurationName)"
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IntermediateDirectory="$(ProjectDir)$(ConfigurationName)"
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||||
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||||
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|
||||
Name="VCXMLDataGeneratorTool"
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||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalOptions=""
|
||||
AdditionalIncludeDirectories=";../../../../src/talloc;../../../../include;../../../../src/mesa;../../../../src/mapi;../../../../src/glsl/msvc;../../../../src/glsl;../../../../../../../Shared;../../../../../../../Tools/Shared;../../../../../freetype-2.1.10/include;../../../../../Lua/include;../../../../../FreeImage;../../../../../../Include;../../../../.."
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE;snprintf=_snprintf;NOMINMAX;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;AURORA_TOOL;AURORA_DEBUGG"
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||||
StringPooling="false"
|
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RuntimeLibrary="3"
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BufferSecurityCheck="true"
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EnableFunctionLevelLinking="true"
|
||||
EnableEnhancedInstructionSet="0"
|
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FloatingPointExceptions="false"
|
||||
DisableLanguageExtensions="false"
|
||||
DefaultCharIsUnsigned="true"
|
||||
TreatWChar_tAsBuiltInType="true"
|
||||
ForceConformanceInForLoopScope="true"
|
||||
RuntimeTypeInfo="true"
|
||||
OpenMP="false"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderThrough="PreCompiled.h"
|
||||
WarningLevel="4"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="4"
|
||||
CallingConvention="0"
|
||||
CompileAs="0"
|
||||
DisableSpecificWarnings="4512;4127;4996;4291;4291;4996;4800;4099;4244;4018;4245"
|
||||
UseFullPaths="false"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
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||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLibrarianTool"
|
||||
LinkLibraryDependencies="false"
|
||||
AdditionalDependencies=" "
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||||
AdditionalLibraryDirectories="../../../../../freetype-2.1.10/lib;../../../../../Lua/lib;../../../../../FreeImage;../../../../../../Lib "
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||||
OutputFile="$(OutDir)\$(ProjectName).lib"
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SuppressStartupBanner="true"
|
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AdditionalOptions="/IGNORE:4221 /IGNORE:4006"
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||||
/>
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<Tool
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Name="VCALinkTool"
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<Tool
|
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Name="VCManifestTool"
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<Tool
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Name="VCXDCMakeTool"
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||||
/>
|
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<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
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Name="VCWebDeploymentTool"
|
||||
/>
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||||
<Tool
|
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Name="VCPostBuildEventTool"
|
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Description=""
|
||||
CommandLine=""
|
||||
ExcludedFromBuild="false"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(ProjectDir)$(ConfigurationName)"
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|
||||
GCC_WARN_HIDDEN_VIRTUAL_FUNCTIONS = YES;
|
||||
GCC_WARN_SHADOW = YES;
|
||||
GCC_WARN_UNINITIALIZED_AUTOS = YES;
|
||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.6;
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
/* End XCBuildConfiguration section */
|
||||
|
||||
/* Begin XCConfigurationList section */
|
||||
1DEB928508733DD80010E9CD /* Build configuration list for PBXNativeTarget "glsl_optimizer_tests" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
1DEB928608733DD80010E9CD /* Debug */,
|
||||
1DEB928708733DD80010E9CD /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
1DEB928908733DD80010E9CD /* Build configuration list for PBXProject "glsl_optimizer_tests" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
1DEB928A08733DD80010E9CD /* Debug */,
|
||||
1DEB928B08733DD80010E9CD /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
/* End XCConfigurationList section */
|
||||
};
|
||||
rootObject = 08FB7793FE84155DC02AAC07 /* Project object */;
|
||||
}
|
||||
15
3rdparty/glsl-optimizer/removeDeletedByUs.sh
vendored
15
3rdparty/glsl-optimizer/removeDeletedByUs.sh
vendored
@@ -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}')
|
||||
15
3rdparty/glsl-optimizer/src/getopt/SConscript
vendored
15
3rdparty/glsl-optimizer/src/getopt/SConscript
vendored
@@ -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')
|
||||
8
3rdparty/glsl-optimizer/src/glsl/.gitignore
vendored
8
3rdparty/glsl-optimizer/src/glsl/.gitignore
vendored
@@ -1,8 +0,0 @@
|
||||
glsl_compiler
|
||||
glsl_parser.output
|
||||
builtincompiler
|
||||
glsl_test
|
||||
subtest-cr/
|
||||
subtest-lf/
|
||||
subtest-cr-lf/
|
||||
subtest-lf-cr/
|
||||
228
3rdparty/glsl-optimizer/src/glsl/README
vendored
228
3rdparty/glsl-optimizer/src/glsl/README
vendored
@@ -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).
|
||||
112
3rdparty/glsl-optimizer/src/glsl/SConscript
vendored
112
3rdparty/glsl-optimizer/src/glsl/SConscript
vendored
@@ -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)
|
||||
12
3rdparty/glsl-optimizer/src/glsl/TODO
vendored
12
3rdparty/glsl-optimizer/src/glsl/TODO
vendored
@@ -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.
|
||||
@@ -1,10 +0,0 @@
|
||||
glcpp
|
||||
glcpp-parse.output
|
||||
|
||||
*.o
|
||||
*.lo
|
||||
*.la
|
||||
.libs
|
||||
*~
|
||||
|
||||
tests/*.out
|
||||
30
3rdparty/glsl-optimizer/src/glsl/glcpp/README
vendored
30
3rdparty/glsl-optimizer/src/glsl/glcpp/README
vendored
@@ -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).
|
||||
911
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-lex.c
vendored
911
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-lex.c
vendored
File diff suppressed because it is too large
Load Diff
1143
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-parse.c
vendored
1143
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-parse.c
vendored
File diff suppressed because it is too large
Load Diff
@@ -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. */
|
||||
|
||||
1360
3rdparty/glsl-optimizer/src/glsl/glsl_lexer.cpp
vendored
1360
3rdparty/glsl-optimizer/src/glsl/glsl_lexer.cpp
vendored
File diff suppressed because it is too large
Load Diff
2438
3rdparty/glsl-optimizer/src/glsl/glsl_parser.cpp
vendored
2438
3rdparty/glsl-optimizer/src/glsl/glsl_parser.cpp
vendored
File diff suppressed because it is too large
Load Diff
15
3rdparty/glsl-optimizer/src/glsl/glsl_parser.h
vendored
15
3rdparty/glsl-optimizer/src/glsl/glsl_parser.h
vendored
@@ -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
|
||||
|
||||
@@ -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]
|
||||
|
||||
11
3rdparty/glsl-optimizer/src/mesa/main/.gitignore
vendored
11
3rdparty/glsl-optimizer/src/mesa/main/.gitignore
vendored
@@ -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
|
||||
@@ -1,4 +0,0 @@
|
||||
program_parse.output
|
||||
lex.yy.c
|
||||
program_parse.tab.c
|
||||
program_parse.tab.h
|
||||
1
3rdparty/glsl-optimizer/src/util/.gitignore
vendored
1
3rdparty/glsl-optimizer/src/util/.gitignore
vendored
@@ -1 +0,0 @@
|
||||
format_srgb.c
|
||||
38
3rdparty/glsl-optimizer/src/util/SConscript
vendored
38
3rdparty/glsl-optimizer/src/util/SConscript
vendored
@@ -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')
|
||||
28
3rdparty/glsl-optimizer/target_defaults.gypi
vendored
28
3rdparty/glsl-optimizer/target_defaults.gypi
vendored
@@ -1,28 +0,0 @@
|
||||
{
|
||||
'target_defaults': {
|
||||
'configurations': {
|
||||
'Debug': {
|
||||
'defines': [
|
||||
'DEBUG',
|
||||
'_DEBUG',
|
||||
],
|
||||
},
|
||||
'Release': {
|
||||
'defines': [
|
||||
'NDEBUG',
|
||||
],
|
||||
},
|
||||
},
|
||||
'conditions': [
|
||||
['OS=="win"', {
|
||||
'target_defaults': {
|
||||
'msvs_settings': {
|
||||
'VCCLCompilerTool': {
|
||||
'ExceptionHandling': '0',
|
||||
},
|
||||
},
|
||||
},
|
||||
}],
|
||||
],
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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]
|
||||
@@ -1,6 +0,0 @@
|
||||
uniform float value;
|
||||
float otherValue = log(value);
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(otherValue);
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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));
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
void main ()
|
||||
{
|
||||
gl_FragColor = vec4(12.0, 12.0, 12.0, 12.0);
|
||||
}
|
||||
|
||||
|
||||
// stats: 1 alu 0 tex 0 flow
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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]
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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]
|
||||
@@ -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]
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user