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shaderir: Remove inout params
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parent
e64c806698
commit
9a5481459a
@ -203,10 +203,6 @@ func (p *Program) glslFunc(f *Func) []string {
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args = append(args, "in "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
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idx++
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}
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for _, t := range f.InOutParams {
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args = append(args, "inout "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
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idx++
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}
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for _, t := range f.OutParams {
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args = append(args, "out "+p.glslVarDecl(&t, fmt.Sprintf("l%d", idx)))
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idx++
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@ -233,18 +233,15 @@ varying vec3 V0;`,
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{Main: Vec2},
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{Main: Vec4},
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},
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InOutParams: []Type{
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{Main: Mat2},
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},
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OutParams: []Type{
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{Main: Mat4},
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},
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},
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},
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},
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GlslVS: `void F0(in float l0, in vec2 l1, in vec4 l2, inout mat2 l3, out mat4 l4) {
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GlslVS: `void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
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}`,
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GlslFS: `void F0(in float l0, in vec2 l1, in vec4 l2, inout mat2 l3, out mat4 l4) {
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GlslFS: `void F0(in float l0, in vec2 l1, in vec4 l2, out mat4 l3) {
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}`,
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},
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{
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@ -282,9 +279,6 @@ varying vec3 V0;`,
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InParams: []Type{
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{Main: Float},
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},
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InOutParams: []Type{
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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@ -295,13 +289,13 @@ varying vec3 V0;`,
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},
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},
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},
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GlslVS: `void F0(in float l0, inout float l1, out float l2) {
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GlslVS: `void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0.0);
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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}`,
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GlslFS: `void F0(in float l0, inout float l1, out float l2) {
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GlslFS: `void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0.0);
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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}`,
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},
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{
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@ -313,9 +307,6 @@ varying vec3 V0;`,
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InParams: []Type{
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{Main: Float},
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},
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InOutParams: []Type{
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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@ -336,20 +327,20 @@ varying vec3 V0;`,
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},
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},
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},
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GlslVS: `void F0(in float l0, inout float l1, out float l2) {
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GlslVS: `void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0.0);
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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{
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mat4 l4 = mat4(0.0);
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mat4 l5 = mat4(0.0);
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mat4 l6 = mat4(0.0);
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}
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}`,
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GlslFS: `void F0(in float l0, inout float l1, out float l2) {
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GlslFS: `void F0(in float l0, out float l1) {
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mat4 l2 = mat4(0.0);
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mat4 l3 = mat4(0.0);
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mat4 l4 = mat4(0.0);
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{
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mat4 l4 = mat4(0.0);
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mat4 l5 = mat4(0.0);
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mat4 l6 = mat4(0.0);
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}
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}`,
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},
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@ -28,12 +28,11 @@ type Program struct {
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}
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type Func struct {
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Index int
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InParams []Type
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InOutParams []Type
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OutParams []Type
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Return Type
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Block Block
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Index int
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InParams []Type
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OutParams []Type
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Return Type
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Block Block
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}
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// VertexFunc takes pseudo params, and the number if len(attributes) + len(varyings) + 1.
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