diff options
Diffstat (limited to 'tests/cross-compile')
| -rw-r--r-- | tests/cross-compile/geometry-shader.slang.glsl | 6 | ||||
| -rw-r--r-- | tests/cross-compile/half-conversion.slang.glsl | 11 | ||||
| -rw-r--r-- | tests/cross-compile/precise-keyword.slang.glsl | 8 |
3 files changed, 10 insertions, 15 deletions
diff --git a/tests/cross-compile/geometry-shader.slang.glsl b/tests/cross-compile/geometry-shader.slang.glsl index 55e1691a9..5a8db5b09 100644 --- a/tests/cross-compile/geometry-shader.slang.glsl +++ b/tests/cross-compile/geometry-shader.slang.glsl @@ -50,8 +50,6 @@ layout(triangle_strip) out; void main() { - int ii_0; - uint _S6 = uint(gl_PrimitiveIDIn); // TODO: Having to make this copy to transpose things is unfortunate. @@ -66,6 +64,7 @@ void main() CoarseVertex_0(input_position[2], input_color[2], input_id[2]) }; + int ii_0; ii_0 = 0; for(;;) { @@ -91,8 +90,7 @@ void main() EmitVertex(); - int ii_1 = ii_0 + 1; - ii_0 = ii_1; + ii_0 = ii_0 + 1; } return; diff --git a/tests/cross-compile/half-conversion.slang.glsl b/tests/cross-compile/half-conversion.slang.glsl index 3b7b740e4..58d20b4fc 100644 --- a/tests/cross-compile/half-conversion.slang.glsl +++ b/tests/cross-compile/half-conversion.slang.glsl @@ -16,8 +16,8 @@ layout(std140) uniform _S1 vec4 f16tof32_0(uvec4 value_0) { - int i_0; vec4 result_0; + int i_0; i_0 = 0; for(;;) { @@ -25,18 +25,17 @@ vec4 f16tof32_0(uvec4 value_0) float _S2 = (unpackHalf2x16((value_0[i_0])).x); result_0[i_0] = _S2; - int _S3 = i_0 + int(1); - i_0 = _S3; + i_0 = i_0 + int(1); } return result_0; } layout(location = 0) -out vec4 _S4; +out vec4 _S3; void main() { - vec4 _S5 = f16tof32_0(C_0._data.u_0); - _S4 = _S5; + vec4 _S4 = f16tof32_0(C_0._data.u_0); + _S3 = _S4; return; } diff --git a/tests/cross-compile/precise-keyword.slang.glsl b/tests/cross-compile/precise-keyword.slang.glsl index 1aabaa1b3..17fed739e 100644 --- a/tests/cross-compile/precise-keyword.slang.glsl +++ b/tests/cross-compile/precise-keyword.slang.glsl @@ -15,14 +15,12 @@ void main() if(_S2.x > float(0)) { - float _S3 = _S2.x * _S2.y + _S2.x; - z_0 = _S3; + z_0 = _S2.x * _S2.y + _S2.x; } else { - float _S4 = _S2.y * _S2.x + _S2.y; - z_0 = _S4; + z_0 = _S2.y * _S2.x + _S2.y; } _S1 = vec4(z_0); return; -}
\ No newline at end of file +} |
