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tests: update output
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aras-p committed Aug 28, 2015
1 parent b2d49fa commit 62dad77
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Showing 3 changed files with 63 additions and 147 deletions.
72 changes: 22 additions & 50 deletions tests/vertex/loops-for-withvec4-out.txt
Original file line number Diff line number Diff line change
Expand Up @@ -40,14 +40,14 @@ vec4 Temp_0;
vec4 Temp_1;
vec4 Temp_2;
vec4 Temp_3;
int tmpvar_1;
ivec4 Temp_int_0;
void main ()
{
Temp_0 = (dcl_Input0_POSITION0.yyyy * glstate_matrix_mvp[1]);
Temp_0 = ((glstate_matrix_mvp[0] * dcl_Input0_POSITION0.xxxx) + Temp_0);
Temp_0 = ((glstate_matrix_mvp[2] * dcl_Input0_POSITION0.zzzz) + Temp_0);
vec4 tmpvar_2;
tmpvar_2 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
vec4 tmpvar_1;
tmpvar_1 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
VtxGeoOutput1_TEXCOORD0.xy = ((dcl_Input2_TEXCOORD0.xyxx * _MainTex_ST.xyxx) + _MainTex_ST.zwzz).xy;
Temp_0.xyz = (dcl_Input0_POSITION0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz;
Temp_0.xyz = ((glstate_matrix_modelview0[0].xyzx * dcl_Input0_POSITION0.xxxx) + Temp_0.xyzx).xyz;
Expand All @@ -60,58 +60,30 @@ void main ()
Temp_0.w = inversesqrt(Temp_0.w);
Temp_1.xyz = (Temp_0.wwww * Temp_1.xyzx).xyz;
Temp_2.xyz = glstate_lightmodel_ambient.xyz;
tmpvar_1 = 0;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + glstate_lightmodel_ambient.xyzx).xyz;
tmpvar_1++;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
tmpvar_1++;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
tmpvar_1++;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
tmpvar_1++;
Temp_int_0.w = 0;
while (true) {
if ((Temp_int_0.w >= 4)) {
break;
};
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[Temp_int_0.w].wwww) + unity_LightPosition[Temp_int_0.w].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[Temp_int_0.w].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[Temp_int_0.w].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
Temp_int_0.w = (Temp_int_0.w + 1);
};
VtxGeoOutput2_COLOR0.xyz = (Temp_2.xyzx + Temp_2.xyzx).xyz;
VtxGeoOutput2_COLOR0.w = 1.0;
gl_Position = tmpvar_2;
gl_Position = tmpvar_1;
}


// stats: 87 alu 0 tex 0 flow
// stats: 43 alu 0 tex 2 flow
// inputs: 3
// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1]
// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1]
Expand Down
72 changes: 22 additions & 50 deletions tests/vertex/loops-for-withvec4-outES3.txt
Original file line number Diff line number Diff line change
Expand Up @@ -40,14 +40,14 @@ vec4 Temp_0;
vec4 Temp_1;
vec4 Temp_2;
vec4 Temp_3;
highp int tmpvar_1;
highp ivec4 Temp_int_0;
void main ()
{
Temp_0 = (dcl_Input0_POSITION0.yyyy * glstate_matrix_mvp[1]);
Temp_0 = ((glstate_matrix_mvp[0] * dcl_Input0_POSITION0.xxxx) + Temp_0);
Temp_0 = ((glstate_matrix_mvp[2] * dcl_Input0_POSITION0.zzzz) + Temp_0);
highp vec4 tmpvar_2;
tmpvar_2 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
highp vec4 tmpvar_1;
tmpvar_1 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
VtxGeoOutput1_TEXCOORD0.xy = ((dcl_Input2_TEXCOORD0.xyxx * _MainTex_ST.xyxx) + _MainTex_ST.zwzz).xy;
Temp_0.xyz = (dcl_Input0_POSITION0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz;
Temp_0.xyz = ((glstate_matrix_modelview0[0].xyzx * dcl_Input0_POSITION0.xxxx) + Temp_0.xyzx).xyz;
Expand All @@ -60,58 +60,30 @@ void main ()
Temp_0.w = inversesqrt(Temp_0.w);
Temp_1.xyz = (Temp_0.wwww * Temp_1.xyzx).xyz;
Temp_2.xyz = glstate_lightmodel_ambient.xyz;
tmpvar_1 = 0;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + glstate_lightmodel_ambient.xyzx).xyz;
tmpvar_1++;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
tmpvar_1++;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
tmpvar_1++;
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
tmpvar_1++;
Temp_int_0.w = 0;
while (true) {
if ((Temp_int_0.w >= 4)) {
break;
};
Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[Temp_int_0.w].wwww) + unity_LightPosition[Temp_int_0.w].xyzx).xyz;
Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
Temp_2.w = ((Temp_1.w * unity_LightAtten[Temp_int_0.w].z) + 1.0);
Temp_2.w = (1.0/(Temp_2.w));
Temp_1.w = inversesqrt(Temp_1.w);
Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
Temp_1.w = max (Temp_1.w, 0.0);
Temp_1.w = (Temp_1.w * Temp_2.w);
Temp_2.xyz = ((unity_LightColor[Temp_int_0.w].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
Temp_int_0.w = (Temp_int_0.w + 1);
};
VtxGeoOutput2_COLOR0.xyz = (Temp_2.xyzx + Temp_2.xyzx).xyz;
VtxGeoOutput2_COLOR0.w = 1.0;
gl_Position = tmpvar_2;
gl_Position = tmpvar_1;
}


// stats: 87 alu 0 tex 0 flow
// stats: 43 alu 0 tex 2 flow
// inputs: 3
// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1]
// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1]
Expand Down
66 changes: 19 additions & 47 deletions tests/vertex/loops-for-withvec4-outES3Metal.txt
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ float4 Temp_0_2;
float4 Temp_1_3;
float4 Temp_2_4;
float4 Temp_3_5;
int tmpvar_6;
int4 Temp_int_0_6;
Temp_0_2 = (_mtl_i.dcl_Input0_POSITION0.yyyy * _mtl_u.glstate_matrix_mvp[1]);
Temp_0_2 = ((_mtl_u.glstate_matrix_mvp[0] * _mtl_i.dcl_Input0_POSITION0.xxxx) + Temp_0_2);
Temp_0_2 = ((_mtl_u.glstate_matrix_mvp[2] * _mtl_i.dcl_Input0_POSITION0.zzzz) + Temp_0_2);
Expand All @@ -69,59 +69,31 @@ int tmpvar_6;
Temp_0_2.w = rsqrt(Temp_0_2.w);
Temp_1_3.xyz = (Temp_0_2.wwww * Temp_1_3.xyzx).xyz;
Temp_2_4.xyz = _mtl_u.glstate_lightmodel_ambient.xyz;
tmpvar_6 = 0;
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
Temp_2_4.w = (1.0/(Temp_2_4.w));
Temp_1_3.w = rsqrt(Temp_1_3.w);
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
Temp_1_3.w = max (Temp_1_3.w, 0.0);
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + _mtl_u.glstate_lightmodel_ambient.xyzx).xyz;
tmpvar_6++;
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
Temp_2_4.w = (1.0/(Temp_2_4.w));
Temp_1_3.w = rsqrt(Temp_1_3.w);
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
Temp_1_3.w = max (Temp_1_3.w, 0.0);
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
tmpvar_6++;
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
Temp_2_4.w = (1.0/(Temp_2_4.w));
Temp_1_3.w = rsqrt(Temp_1_3.w);
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
Temp_1_3.w = max (Temp_1_3.w, 0.0);
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
tmpvar_6++;
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[tmpvar_6].wwww) + _mtl_u.unity_LightPosition[tmpvar_6].xyzx).xyz;
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[tmpvar_6].z) + 1.0);
Temp_2_4.w = (1.0/(Temp_2_4.w));
Temp_1_3.w = rsqrt(Temp_1_3.w);
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
Temp_1_3.w = max (Temp_1_3.w, 0.0);
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[tmpvar_6].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
tmpvar_6++;
Temp_int_0_6.w = 0;
while (true) {
if ((Temp_int_0_6.w >= 4)) {
break;
};
Temp_3_5.xyz = ((-(Temp_0_2.xyzx) * _mtl_u.unity_LightPosition[Temp_int_0_6.w].wwww) + _mtl_u.unity_LightPosition[Temp_int_0_6.w].xyzx).xyz;
Temp_1_3.w = dot (Temp_3_5.xyz, Temp_3_5.xyz);
Temp_2_4.w = ((Temp_1_3.w * _mtl_u.unity_LightAtten[Temp_int_0_6.w].z) + 1.0);
Temp_2_4.w = (1.0/(Temp_2_4.w));
Temp_1_3.w = rsqrt(Temp_1_3.w);
Temp_3_5.xyz = (Temp_1_3.wwww * Temp_3_5.xyzx).xyz;
Temp_1_3.w = dot (Temp_1_3.xyz, Temp_3_5.xyz);
Temp_1_3.w = max (Temp_1_3.w, 0.0);
Temp_1_3.w = (Temp_1_3.w * Temp_2_4.w);
Temp_2_4.xyz = ((_mtl_u.unity_LightColor[Temp_int_0_6.w].xyzx * Temp_1_3.wwww) + Temp_2_4.xyzx).xyz;
Temp_int_0_6.w = (Temp_int_0_6.w + 1);
};
_mtl_o.VtxGeoOutput2_COLOR0.xyz = (Temp_2_4.xyzx + Temp_2_4.xyzx).xyz;
_mtl_o.VtxGeoOutput2_COLOR0.w = 1.0;
_mtl_o.gl_Position = phase0_Output0_1;
return _mtl_o;
}


// stats: 87 alu 0 tex 0 flow
// stats: 43 alu 0 tex 2 flow
// inputs: 3
// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1] loc 0
// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1] loc 1
Expand Down

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