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-rw-r--r--tests/cross-compile/geometry-shader.slang.glsl6
-rw-r--r--tests/cross-compile/half-conversion.slang.glsl11
-rw-r--r--tests/cross-compile/precise-keyword.slang.glsl8
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
+}