diff options
author | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:28:53 +0100 |
---|---|---|
committer | Péter Diviánszky <divipp@gmail.com> | 2016-02-14 11:32:08 +0100 |
commit | 4b8d586412b024f24121e00c8ce0f2bc3eb53234 (patch) | |
tree | dcc006db9670a71c32bdf2bf13332227d1765e82 /testdata/fetcharrays01.out | |
parent | cc11c0743bbab50f0f9d7bcc33fd41533a280870 (diff) |
pretty print pipelines in .out files
Diffstat (limited to 'testdata/fetcharrays01.out')
-rw-r--r-- | testdata/fetcharrays01.out | 311 |
1 files changed, 310 insertions, 1 deletions
diff --git a/testdata/fetcharrays01.out b/testdata/fetcharrays01.out index 890a2bcc..f1874f9a 100644 --- a/testdata/fetcharrays01.out +++ b/testdata/fetcharrays01.out | |||
@@ -1 +1,310 @@ | |||
1 | Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Depth, targetRef = Just (Framebuffer Depth)},TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [("MVP",M44F)], programStreams = fromList [("vi1",Parameter {name = "attribute_0", ty = V3F}),("vi2",Parameter {name = "attribute_1", ty = V3F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nuniform mat4 MVP ;\nin vec3 vi1 ;\nin vec3 vi2 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) );\nvo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 );\n}\n", geometryShader = Nothing, fragmentShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nsmooth in vec4 vo1 ;\nout vec4 f0 ;\nvoid main() {\nf0 = vo1;\n}\n"}], slots = [], streams = [StreamData {streamData = fromList [("attribute_0",VFloatArray [1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,1.0,-1.0,-1.0,1.0,-1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,-1.0,1.0,-1.0,-1.0]),("attribute_1",VFloatArray [0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,-1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0,1.0,0.0,0.0])], streamType = fromList [("attribute_0",V3F),("attribute_1",V3F)], streamPrimitive = Triangles, streamPrograms = [0]}], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Depth, clearValue = VFloat 1000.0},ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 1.0)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [DepthOp Less True,ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderStream 0]} \ No newline at end of file | 1 | Pipeline |
2 | { info = "generated by lambdcube-compiler 0.5.0.0" | ||
3 | , backend = OpenGL33 | ||
4 | , textures = [] | ||
5 | , samplers = [] | ||
6 | , targets = | ||
7 | [ RenderTarget | ||
8 | { renderTargets = | ||
9 | [ TargetItem | ||
10 | { targetSemantic = Depth , targetRef = Just (Framebuffer Depth) } | ||
11 | , TargetItem | ||
12 | { targetSemantic = Color , targetRef = Just (Framebuffer Color) } | ||
13 | ] | ||
14 | } | ||
15 | ] | ||
16 | , programs = | ||
17 | [ Program | ||
18 | { programUniforms = fromList [ ( "MVP" , M44F ) ] | ||
19 | , programStreams = | ||
20 | fromList | ||
21 | [ ( "vi1" , Parameter { name = "attribute_0" , ty = V3F } ) | ||
22 | , ( "vi2" , Parameter { name = "attribute_1" , ty = V3F } ) | ||
23 | ] | ||
24 | , programInTextures = fromList [] | ||
25 | , programOutput = [ Parameter { name = "f0" , ty = V4F } ] | ||
26 | , vertexShader = | ||
27 | """ | ||
28 | #version 330 core | ||
29 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
30 | uniform mat4 MVP ; | ||
31 | in vec3 vi1 ; | ||
32 | in vec3 vi2 ; | ||
33 | smooth out vec4 vo1 ; | ||
34 | void main() { | ||
35 | gl_Position = ( ( MVP ) * ( vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ) ) ) * ( vec4 ( 0.5,0.5,0.5,1.0 ) ); | ||
36 | vo1 = vec4 ( ( vi1 ).x,( vi1 ).y,( vi1 ).z,1.0 ); | ||
37 | } | ||
38 | |||
39 | """ | ||
40 | , geometryShader = Nothing | ||
41 | , fragmentShader = | ||
42 | """ | ||
43 | #version 330 core | ||
44 | vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} | ||
45 | smooth in vec4 vo1 ; | ||
46 | out vec4 f0 ; | ||
47 | void main() { | ||
48 | f0 = vo1; | ||
49 | } | ||
50 | |||
51 | """ | ||
52 | } | ||
53 | ] | ||
54 | , slots = [] | ||
55 | , streams = | ||
56 | [ StreamData | ||
57 | { streamData = | ||
58 | fromList | ||
59 | [ ( "attribute_0" | ||
60 | , VFloatArray | ||
61 | [ 1.0 | ||
62 | , 1.0 | ||
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169 | ] | ||
170 | ) | ||
171 | , ( "attribute_1" | ||
172 | , VFloatArray | ||
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281 | ] | ||
282 | ) | ||
283 | ] | ||
284 | , streamType = | ||
285 | fromList [ ( "attribute_0" , V3F ) , ( "attribute_1" , V3F ) ] | ||
286 | , streamPrimitive = Triangles | ||
287 | , streamPrograms = [ 0 ] | ||
288 | } | ||
289 | ] | ||
290 | , commands = | ||
291 | [ SetRenderTarget 0 | ||
292 | , ClearRenderTarget | ||
293 | [ ClearImage { imageSemantic = Depth , clearValue = VFloat 1000.0 } | ||
294 | , ClearImage | ||
295 | { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 1.0) } | ||
296 | ] | ||
297 | , SetProgram 0 | ||
298 | , SetRasterContext | ||
299 | (TriangleCtx CullNone PolygonFill NoOffset LastVertex) | ||
300 | , SetAccumulationContext | ||
301 | AccumulationContext | ||
302 | { accViewportName = Nothing | ||
303 | , accOperations = | ||
304 | [ DepthOp Less True | ||
305 | , ColorOp NoBlending (VV4B (V4 True True True True)) | ||
306 | ] | ||
307 | } | ||
308 | , RenderStream 0 | ||
309 | ] | ||
310 | } \ No newline at end of file | ||