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Бранимир Караџић 4 жил өмнө
parent
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d94a641613
100 өөрчлөгдсөн 1448 нэмэгдсэн , 7881 устгасан
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-*.dsp -crlf
-*.dsw -crlf
-*.sln -crlf
-*.vcproj -crlf

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3rdparty/glsl-optimizer/.gitignore

@@ -1,78 +0,0 @@
-node_modules
-*.a
-*.dll
-*.exe
-*.ilk
-*.sdf
-*.opensdf
-*.la
-*.lo
-*.log
-*.o
-*.obj
-*.os
-*.pc
-*.pdb
-*.pyc
-*.pyo
-*.so
-*.so.*
-*.sw[a-z]
-*.tar
-*.tar.bz2
-*.tar.gz
-*.trs
-*.zip
-*~
-depend
-depend.bak
-bin/ltmain.sh
-lib
-lib64
-configure
-configure.lineno
-autom4te.cache
-aclocal.m4
-config.log
-config.status
-cscope*
-.scon*
-config.py
-build
-libtool
-manifest.txt
-.dir-locals.el
-.deps/
-.dirstamp
-.libs/
-Makefile
-Makefile.in
-
-ipch
-
-*.pbxuser
-*.perspectivev3
-*.mode1v3
-.svn
-*.ncb
-*.user
-*.suo
-*.dSYM
-xcuserdata
-*.xcworkspace
-
-cmake_install.cmake
-Makefile
-CMakeFiles/
-CMakeCache.txt
-.project
-.cproject
-glsl_main
-glsl_test
-glslopt
-glsl_compiler
-.settings/
-.pydevproject
-
-build
-metalTemp.metal

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3rdparty/glsl-optimizer/.npmignore

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-projects
-tests

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3rdparty/glsl-optimizer/CMakeLists.txt

@@ -1,51 +0,0 @@
-cmake_minimum_required(VERSION 2.8)
-
-include_directories(include)
-include_directories(src/mesa)
-include_directories(src/mapi)
-include_directories(src/glsl)
-include_directories(src)
-
-option (DEBUG "Enable debugging" FALSE)
-
-if(${DEBUG} MATCHES "on")
-	set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -O0")
-	set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -g -O0")
-else()
-    set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Os -DNDEBUG")
-    set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -DNDEBUG")
-    set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -s")
-endif()
-
-file(GLOB glcpp-library_sources src/glsl/glcpp/*.c src/util/*.c)
-#file(GLOB glcpp-library_sources_remove src/glsl/glcpp/glcpp.c)
-#list(REMOVE_ITEM glcpp-library_sources ${glcpp-library_sources_remove})
-add_library(glcpp-library ${glcpp-library_sources})
-
-file(GLOB mesa_sources src/mesa/program/*.c src/mesa/main/*.c)
-add_library(mesa ${mesa_sources})
-
-file(GLOB glsl_sources src/glsl/*.cpp src/glsl/*.c)
-file(GLOB glsl_sources_remove src/glsl/main.cpp src/glsl/builtin_stubs.cpp)
-list(REMOVE_ITEM glsl_sources ${glsl_sources_remove})
-add_library(glsl_optimizer ${glsl_sources})
-target_link_libraries(glsl_optimizer glcpp-library mesa)
-
-add_executable(glsl_compiler src/glsl/main.cpp)
-target_link_libraries(glsl_compiler glsl_optimizer)
-
-file(GLOB glsl_test_sources tests/*.cpp)
-add_executable(glsl_test ${glsl_test_sources})
-target_link_libraries(glsl_test glsl_optimizer)
-if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
-    # OSX-specific build requirements
-    find_library(OpenGL_LIBRARY OpenGL )
-    target_link_libraries(glsl_test ${OpenGL_LIBRARY})
-endif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
-
-file(GLOB glslopt_sources contrib/glslopt/*.cpp)
-add_executable(glslopt ${glslopt_sources})
-target_link_libraries(glslopt glsl_optimizer)
-
-#add_executable(glcpp src/glsl/glcpp/glcpp.c)
-#target_link_libraries(glcpp glsl_optimizer)

+ 0 - 238
3rdparty/glsl-optimizer/Changelog.md

@@ -1,238 +0,0 @@
-GLSL optimizer Change Log
-=========================
-
-
-2016 10
--------
-
-* Metal/GLES: Fixed bad optimization (all code removed) when framebuffer fetch extension is used, but
-  fragment shader does not actually read the incoming color value.
-* Fixed translation of texelSize().
-* Fixed translation of texelFetch().
-
-
-2016 09
--------
-
-* Metal: Fixed constant precision propagation in some cases.
-* Metal: Fixed shadowmap sampling when reference Z value is outside of 0..1 range (now clamps to match GLES specs).
-
-
-2016 06
--------
-
-Fixed:
-
-* Fixed Metal translation in some cases having wrong precision on constants or constant arrays.
-
-
-2016 05
--------
-
-Fixed:
-
-* Fixed Metal translation in some cases having wrong precision on struct members.
-* Fixed Metal translation in some cases emitting struct declarations vs. constant initializers in wrong order.
-
-
-2016 03
--------
-
-Fixed:
-
-* Fixed translation performance regression in loop analysis (regressed in 2015 06 fixes).
-
-
-2015 08
--------
-
-Changes:
-
-* 2D shadow and 2D array uniforms got their own glslopt_basic_type entries.
-
-Fixes:
-
-* Fixed translation of 2D texture arrays (GLSL with EXT_texture_array, GLES3 and Metal).
-
-
-2015 06
--------
-
-Fixes:
-
-* Fixed some cases of different precision matrix assignments being miscompiled on Metal.
-* Fixed yet more issues with translation of weird loops.
-* Fixed translation of matrix+scalar, matrix-scalar, matrix/scalar operations on Metal.
-
-
-2015 05
--------
-
-Fixes:
-
-* Fixes some cases of highp/mediump sampler sampling resulting in resulting temporaries wrongly being lowp.
-
-
-2015 04
--------
-
-Goodies:
-
-* GLES2: support EXT_draw_instanced / gl_InstanceIDEXT.
-* Support gl_VertexID in GLSL < 1.30 when EXT_gpu_shader4 is used.
-
-Fixes:
-
-* Metal: fixed some bugs with translation of weird loops.
-
-
-2015 02
--------
-
-Tweaks:
-
-* Texture LOD sampling functions on GLES2.0 now produce a wrapper call, that does approximation
-  (mip bias) on devices that don't support GL_EXT_shader_texture_lod.
-* Undefined precision integers on GLES now default to highp.
-
-
-2015 01
--------
-
-Fixes:
-
-* Float literals are printed with 7 significant digits now.
-* Metal: GLSL mod() is properly translated into Metal's fmod().
-* Metal: Fixed some cases of reciprocal (1/x) printing missing half precision cast.
-* GLES3: textureOffset with a mipmap bias is printed correctly now.
-* Fixed a bug with loop inductor detection if the inductor was used before the loop for some things.
-* Fixed printing of int/float bitcast operations.
-* Improved precision determination of some constructs.
-
-
-2014 10
--------
-
-Goodies:
-
-* Support for translating GLSL shaders into Apple Metal shading language.
-  Exactly same process; GLSL in (preferably ES3 variant), optimization passes, Metal out.
-  All uniforms currently will be put into one constant buffer.
-  Pass kGlslTargetMetal target to get Metal.
-* Shader reflection API. See glslopt_shader_get_* functions. Binding indices
-  are only automatically assigned on Metal now; on GL/ES targets the reflection API is only
-  useful to get list of inputs/uniforms, their names and types.
-* Improved dead code elimation: some cases of swizzled/masked assignments where same variable was on both sides
-  were not eliminated if that variable was totally unused later.
-* Merged with upstream Mesa, comes with new optimizations (min/max pruning, tree rebalancing, vector_insert lowering).
-
-Fixes:
-
-* sampler3D declarations were missing precision qualifier on GLES3.0.
-
-
-2014 09
--------
-
-Goodies:
-
-* Supports GL_EXT_draw_buffers in ES2.0, for MRT.
-
-
-2014 08
--------
-
-Goodies:
-
-* Supports GL_EXT_shader_framebuffer_fetch now, in both ES2.0 & 3.0.
-
-Fixes:
-
-* Fixed printing of infinities & NaNs.
-* Fixed vectorization pass in some cases going wrong on texture lookups.
-
-
-2014 06
--------
-
-Goodies:
-
-* Optimization: split vectors with only some used components into scalars.
-
-Fixes:
-
-* Fixed more issues with for-loop printing.
-* Fixed printing of unsigned integer swizzled & constants.
-
-2014 03
--------
-
-Fixes:
-
-* Fixed missing precision qualifier in some ES shaders (mostly due to expansion of ternary ?: check).
-
-2014 02
--------
-
-Fixes:
-
-* Fixed vectorize pass introduced last month going wrong with dot products.
-
-2014 01
--------
-
-Goodies:
-
-* Better optimization: vectorize assignments to individual vector channels.
-* More OpenGL ES 2.0 conformant printing of complex for-loops (loop inductions printed
-  as += or ++; loop initializers inside loop body).
-
-Fixes:
-
-* Fixed array assignments sometimes appearing in pre-GLSL1.20 versions, especially with
-  complex loops that couldn't be unrolled.
-* Fixed output of textureOffset and texelFetch.
-* Fixed error messages on MRT outputs on GL & GLES3 (now supports 4 MRTs).
-
-2013 12
--------
-
-Goodies:
-
-* Optimized performance; was spending half of the time in stupid string code.
-* Added glslopt_shader_get_stats to get *very* approximate shader complexity stats.
-* Nicer printing of complicated for-loops.
-
-Fixes:
-
-* Fixed printing of struct initializers.
-
-
-2013 11
--------
-
-Goodies:
-
-* Better optimizations: CSE; `A+(-B) => A-B`; `!A || !B => !(A && B)`.
-* Merged with upstream Mesa.
-
-Fixes:
-
-* Fixed location qualifiers, ES3.0 version printing, samplerCubeShadow sampling operations.
-
-
-2013 10
--------
-
-Goodies:
-
-* Initial OpenGL ES 3.0 support
-* API to query shader input names; glslopt_shader_get_input_count and glslopt_shader_get_input_name
-
-Changes:
-
-* Xcode project files updated to Xcode 5
-
-Fixes:
-
-* VS2013 fixes

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3rdparty/glsl-optimizer/README.md

@@ -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)
-

+ 0 - 14
3rdparty/glsl-optimizer/autogen.sh

@@ -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

+ 0 - 28
3rdparty/glsl-optimizer/binding.gyp

@@ -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],
-        }],
-      ],              
-    }
-  ]
-}

+ 0 - 159
3rdparty/glsl-optimizer/contrib/glslopt/Main.cpp

@@ -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;
-}

+ 0 - 16
3rdparty/glsl-optimizer/contrib/glslopt/Makefile

@@ -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)
-

+ 0 - 13
3rdparty/glsl-optimizer/contrib/glslopt/Readme

@@ -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

+ 0 - 105
3rdparty/glsl-optimizer/contrib/glslopt/SourceFiles

@@ -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

+ 0 - 10
3rdparty/glsl-optimizer/contrib/glslopt/glslopt.bdgcfg

@@ -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

+ 0 - 26
3rdparty/glsl-optimizer/contrib/glslopt/glslopt.sln

@@ -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

+ 0 - 897
3rdparty/glsl-optimizer/contrib/glslopt/glslopt.vcproj

@@ -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)$(TargetName).map"
-				MapExports="false"
-				SubSystem="1"
-				StackReserveSize="8388608"
-				StackCommitSize="8388608"
-				LargeAddressAware="2"
-				TargetMachine="1"
-				AllowIsolation="true"
-				Profile="false"
-			/>
-			<Tool
-				Name="VCALinkTool"
-			/>
-			<Tool
-				Name="VCManifestTool"
-			/>
-			<Tool
-				Name="VCXDCMakeTool"
-			/>
-			<Tool
-				Name="VCBscMakeTool"
-			/>
-			<Tool
-				Name="VCFxCopTool"
-			/>
-			<Tool
-				Name="VCAppVerifierTool"
-			/>
-			<Tool
-				Name="VCWebDeploymentTool"
-			/>
-			<Tool
-				Name="VCPostBuildEventTool"
-				Description=""
-				CommandLine=""
-				ExcludedFromBuild="false"
-			/>
-		</Configuration>
-		<Configuration
-			Name="Release|Win32"
-			OutputDirectory="$(ProjectDir)$(ConfigurationName)"
-			IntermediateDirectory="$(ProjectDir)$(ConfigurationName)"
-			ConfigurationType="1"
-			CharacterSet="2"
-			UseOfMFC="0"
-			WholeProgramOptimization="0"
-			>
-			<Tool
-				Name="VCPreBuildEventTool"
-			/>
-			<Tool
-				Name="VCCustomBuildTool"
-			/>
-			<Tool
-				Name="VCXMLDataGeneratorTool"
-			/>
-			<Tool
-				Name="VCWebServiceProxyGeneratorTool"
-			/>
-			<Tool
-				Name="VCMIDLTool"
-			/>
-			<Tool
-				Name="VCCLCompilerTool"
-				Optimization="3"
-				AdditionalOptions=""
-				InlineFunctionExpansion="2"
-				EnableIntrinsicFunctions="true"
-				FavorSizeOrSpeed="2"
-				OmitFramePointers="false"
-				WholeProgramOptimization="false"
-				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;NDEBUG;_CONSOLE;snprintf=_snprintf;NOMINMAX;_CRT_SECURE_NO_WARNINGS;_CRT_SECURE_NO_DEPRECATE;AURORA_TOOL;AURORA_RELEASE"
-				StringPooling="false"
-				MinimalRebuild="false"
-				ExceptionHandling="2"
-				BasicRuntimeChecks="0"
-				SmallerTypeCheck="false"
-				RuntimeLibrary="2"
-				StructMemberAlignment="3"
-				BufferSecurityCheck="false"
-				EnableFunctionLevelLinking="true"
-				EnableEnhancedInstructionSet="2"
-				FloatingPointExceptions="false"
-				DisableLanguageExtensions="false"
-				DefaultCharIsUnsigned="true"
-				TreatWChar_tAsBuiltInType="true"
-				ForceConformanceInForLoopScope="true"
-				RuntimeTypeInfo="true"
-				OpenMP="false"
-				UsePrecompiledHeader="0"
-				PrecompiledHeaderThrough="PreCompiled.h"
-				AssemblerOutput="0"
-				WarningLevel="4"
-				Detect64BitPortabilityProblems="true"
-				DebugInformationFormat="3"
-				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"
-				AllowIsolation="true"
-				Profile="false"
-			/>			
-			<Tool
-				Name="VCALinkTool"
-			/>
-			<Tool
-				Name="VCManifestTool"
-			/>
-			<Tool
-				Name="VCXDCMakeTool"
-			/>
-			<Tool
-				Name="VCBscMakeTool"
-			/>
-			<Tool
-				Name="VCFxCopTool"
-			/>
-			<Tool
-				Name="VCAppVerifierTool"
-			/>
-			<Tool
-				Name="VCWebDeploymentTool"
-			/>
-			<Tool
-				Name="VCPostBuildEventTool"
-				Description=""
-				CommandLine=""
-				ExcludedFromBuild="false"
-			/>
-		</Configuration>
-		<Configuration
-			Name="Profile|Win32"
-			OutputDirectory="$(ProjectDir)$(ConfigurationName)"
-			IntermediateDirectory="$(ProjectDir)$(ConfigurationName)"
-			ConfigurationType="1"
-			CharacterSet="2"
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+ 0 - 15
3rdparty/glsl-optimizer/removeDeletedByUs.sh

@@ -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}')

+ 0 - 15
3rdparty/glsl-optimizer/src/getopt/SConscript

@@ -1,15 +0,0 @@
-Import('*')
-
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-
-env = env.Clone()
-
-env.Prepend(CPPPATH = ['.'])
-
-getopt = env.ConvenienceLibrary(
-    target = 'getopt',
-    source = ['getopt_long.c'],
-)
-
-Export('getopt')

+ 0 - 8
3rdparty/glsl-optimizer/src/glsl/.gitignore

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-glsl_compiler
-glsl_parser.output
-builtincompiler
-glsl_test
-subtest-cr/
-subtest-lf/
-subtest-cr-lf/
-subtest-lf-cr/

+ 0 - 0
3rdparty/glsl-optimizer/src/glsl/.npmignore


+ 0 - 228
3rdparty/glsl-optimizer/src/glsl/README

@@ -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).

+ 0 - 112
3rdparty/glsl-optimizer/src/glsl/SConscript

@@ -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)

+ 0 - 12
3rdparty/glsl-optimizer/src/glsl/TODO

@@ -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.

+ 0 - 10
3rdparty/glsl-optimizer/src/glsl/glcpp/.gitignore

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

+ 0 - 0
3rdparty/glsl-optimizer/src/glsl/glcpp/.npmignore


+ 0 - 30
3rdparty/glsl-optimizer/src/glsl/glcpp/README

@@ -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).

Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 365 - 160
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-lex.c


Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 293 - 193
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-parse.c


+ 6 - 2
3rdparty/glsl-optimizer/src/glsl/glcpp/glcpp-parse.h

@@ -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.  */

Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 464 - 239
3rdparty/glsl-optimizer/src/glsl/glsl_lexer.cpp


Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 300 - 199
3rdparty/glsl-optimizer/src/glsl/glsl_parser.cpp


+ 10 - 5
3rdparty/glsl-optimizer/src/glsl/glsl_parser.h

@@ -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

+ 10 - 0
3rdparty/glsl-optimizer/src/glsl/ir_print_glsl_visitor.cpp

@@ -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]

+ 0 - 11
3rdparty/glsl-optimizer/src/mesa/main/.gitignore

@@ -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

+ 0 - 4
3rdparty/glsl-optimizer/src/mesa/program/.gitignore

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

+ 0 - 1
3rdparty/glsl-optimizer/src/util/.gitignore

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

+ 0 - 38
3rdparty/glsl-optimizer/src/util/SConscript

@@ -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')

+ 0 - 28
3rdparty/glsl-optimizer/target_defaults.gypi

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

+ 0 - 24
3rdparty/glsl-optimizer/tests/fragment/array-const-in.txt

@@ -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);
-}

+ 0 - 24
3rdparty/glsl-optimizer/tests/fragment/array-const-inES.txt

@@ -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);
-}

+ 0 - 24
3rdparty/glsl-optimizer/tests/fragment/array-const-inES3.txt

@@ -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);
-}

+ 0 - 10
3rdparty/glsl-optimizer/tests/fragment/array-const-out.txt

@@ -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

+ 0 - 10
3rdparty/glsl-optimizer/tests/fragment/array-const-outES.txt

@@ -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

+ 0 - 12
3rdparty/glsl-optimizer/tests/fragment/array-const-outES3.txt

@@ -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

+ 0 - 22
3rdparty/glsl-optimizer/tests/fragment/array-const-outES3Metal.txt

@@ -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

+ 0 - 24
3rdparty/glsl-optimizer/tests/fragment/array-constconst-in.txt

@@ -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);
-}

+ 0 - 24
3rdparty/glsl-optimizer/tests/fragment/array-constconst-inES.txt

@@ -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);
-}

+ 0 - 26
3rdparty/glsl-optimizer/tests/fragment/array-constconst-inES3.txt

@@ -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);
-}

+ 0 - 10
3rdparty/glsl-optimizer/tests/fragment/array-constconst-out.txt

@@ -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

+ 0 - 10
3rdparty/glsl-optimizer/tests/fragment/array-constconst-outES.txt

@@ -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

+ 0 - 12
3rdparty/glsl-optimizer/tests/fragment/array-constconst-outES3.txt

@@ -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

+ 0 - 22
3rdparty/glsl-optimizer/tests/fragment/array-constconst-outES3Metal.txt

@@ -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

+ 0 - 23
3rdparty/glsl-optimizer/tests/fragment/ast-in.txt

@@ -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);
-}

+ 0 - 26
3rdparty/glsl-optimizer/tests/fragment/ast-inES3.txt

@@ -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);
-}

+ 0 - 26
3rdparty/glsl-optimizer/tests/fragment/ast-out.txt

@@ -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

+ 0 - 28
3rdparty/glsl-optimizer/tests/fragment/ast-outES3.txt

@@ -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

+ 0 - 39
3rdparty/glsl-optimizer/tests/fragment/ast-outES3Metal.txt

@@ -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

+ 0 - 8
3rdparty/glsl-optimizer/tests/fragment/basic-in.txt

@@ -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);
-}

+ 0 - 9
3rdparty/glsl-optimizer/tests/fragment/basic-inES.txt

@@ -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);
-}

+ 0 - 8
3rdparty/glsl-optimizer/tests/fragment/basic-out.txt

@@ -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

+ 0 - 7
3rdparty/glsl-optimizer/tests/fragment/basic-outES.txt

@@ -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

+ 0 - 14
3rdparty/glsl-optimizer/tests/fragment/bug-bad-framebufferfetch-metal-translation-inES3.txt

@@ -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);
-}

+ 0 - 15
3rdparty/glsl-optimizer/tests/fragment/bug-bad-framebufferfetch-metal-translation-outES3.txt

@@ -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]

+ 0 - 25
3rdparty/glsl-optimizer/tests/fragment/bug-bad-framebufferfetch-metal-translation-outES3Metal.txt

@@ -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]

+ 0 - 19
3rdparty/glsl-optimizer/tests/fragment/bug-const-variable-in.txt

@@ -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;
-}

+ 0 - 29
3rdparty/glsl-optimizer/tests/fragment/bug-const-variable-out.txt

@@ -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]

+ 0 - 6
3rdparty/glsl-optimizer/tests/fragment/bug-global-init-in.txt

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

+ 0 - 10
3rdparty/glsl-optimizer/tests/fragment/bug-global-init-out.txt

@@ -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]

+ 0 - 19
3rdparty/glsl-optimizer/tests/fragment/bug-inline-names-in.txt

@@ -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));
-}

+ 0 - 10
3rdparty/glsl-optimizer/tests/fragment/bug-inline-names-out.txt

@@ -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]

+ 0 - 9
3rdparty/glsl-optimizer/tests/fragment/bug-loop-null-from-in.txt

@@ -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);
-}

+ 0 - 7
3rdparty/glsl-optimizer/tests/fragment/bug-loop-null-from-out.txt

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

+ 0 - 21
3rdparty/glsl-optimizer/tests/fragment/bug-loop-share-index-in.txt

@@ -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;
-}

+ 0 - 33
3rdparty/glsl-optimizer/tests/fragment/bug-loop-share-index-out.txt

@@ -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]

+ 0 - 78
3rdparty/glsl-optimizer/tests/fragment/bug-loop-undeclaredinductor-inES3.txt

@@ -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);
-}
-

+ 0 - 88
3rdparty/glsl-optimizer/tests/fragment/bug-loop-undeclaredinductor-outES3.txt

@@ -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]

+ 0 - 98
3rdparty/glsl-optimizer/tests/fragment/bug-loop-undeclaredinductor-outES3Metal.txt

@@ -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

+ 0 - 8
3rdparty/glsl-optimizer/tests/fragment/bug-op-parens-in.txt

@@ -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);
-}

+ 0 - 12
3rdparty/glsl-optimizer/tests/fragment/bug-op-parens-out.txt

@@ -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]

+ 0 - 15
3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highp-inES3.txt

@@ -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);
-}

+ 0 - 17
3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highp-outES3.txt

@@ -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]

+ 0 - 27
3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highp-outES3Metal.txt

@@ -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

+ 0 - 118
3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highpfull-inES3.txt

@@ -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);
-}

+ 0 - 161
3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highpfull-outES3.txt

@@ -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]

+ 0 - 172
3rdparty/glsl-optimizer/tests/fragment/bug-sampler-highpfull-outES3Metal.txt

@@ -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

+ 0 - 17
3rdparty/glsl-optimizer/tests/fragment/bug-vectorize-tex-in.txt

@@ -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;
-}

+ 0 - 22
3rdparty/glsl-optimizer/tests/fragment/bug-vectorize-tex-out.txt

@@ -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]

+ 0 - 14
3rdparty/glsl-optimizer/tests/fragment/builtin-vars-inES3.txt

@@ -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;
-}

+ 0 - 25
3rdparty/glsl-optimizer/tests/fragment/builtin-vars-outES3.txt

@@ -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]

+ 0 - 38
3rdparty/glsl-optimizer/tests/fragment/builtin-vars-outES3Metal.txt

@@ -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]

+ 0 - 41
3rdparty/glsl-optimizer/tests/fragment/const-precision-inES3.txt

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

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