From 4b8d586412b024f24121e00c8ce0f2bc3eb53234 Mon Sep 17 00:00:00 2001 From: Péter Diviánszky Date: Sun, 14 Feb 2016 11:28:53 +0100 Subject: pretty print pipelines in .out files --- testdata/fragment07let.out | 75 +++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 74 insertions(+), 1 deletion(-) (limited to 'testdata/fragment07let.out') diff --git a/testdata/fragment07let.out b/testdata/fragment07let.out index e7e24d46..be41e58c 100644 --- a/testdata/fragment07let.out +++ b/testdata/fragment07let.out @@ -1 +1,74 @@ -Pipeline {info = "generated by lambdcube-compiler 0.5.0.0", backend = OpenGL33, textures = [], samplers = [], targets = [RenderTarget {renderTargets = [TargetItem {targetSemantic = Color, targetRef = Just (Framebuffer Color)}]}], programs = [Program {programUniforms = fromList [], programStreams = fromList [("vi1",Parameter {name = "position", ty = V4F})], programInTextures = fromList [], programOutput = [Parameter {name = "f0", ty = V4F}], vertexShader = "#version 330 core\nvec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);}\nin vec4 vi1 ;\nsmooth out vec4 vo1 ;\nvoid main() {\ngl_Position = vi1;\nvo1 = vi1;\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 = sin ( sin ( vo1 ) );\n}\n"}], slots = [Slot {slotName = "quad", slotStreams = fromList [("position",V4F)], slotUniforms = fromList [], slotPrimitive = Triangles, slotPrograms = [0]}], streams = [], commands = [SetRenderTarget 0,ClearRenderTarget [ClearImage {imageSemantic = Color, clearValue = VV4F (V4 1.0 0.0 0.0 0.5)}],SetProgram 0,SetRasterContext (TriangleCtx CullNone PolygonFill NoOffset LastVertex),SetAccumulationContext (AccumulationContext {accViewportName = Nothing, accOperations = [ColorOp NoBlending (VV4B (V4 True True True True))]}),RenderSlot 0]} \ No newline at end of file +Pipeline + { info = "generated by lambdcube-compiler 0.5.0.0" + , backend = OpenGL33 + , textures = [] + , samplers = [] + , targets = + [ RenderTarget + { renderTargets = + [ TargetItem + { targetSemantic = Color , targetRef = Just (Framebuffer Color) } + ] + } + ] + , programs = + [ Program + { programUniforms = fromList [] + , programStreams = + fromList [ ( "vi1" , Parameter { name = "position" , ty = V4F } ) ] + , programInTextures = fromList [] + , programOutput = [ Parameter { name = "f0" , ty = V4F } ] + , vertexShader = + """ + #version 330 core + vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} + in vec4 vi1 ; + smooth out vec4 vo1 ; + void main() { + gl_Position = vi1; + vo1 = vi1; + } + + """ + , geometryShader = Nothing + , fragmentShader = + """ + #version 330 core + vec4 texture2D(sampler2D s, vec2 uv){return texture(s,uv);} + smooth in vec4 vo1 ; + out vec4 f0 ; + void main() { + f0 = sin ( sin ( vo1 ) ); + } + + """ + } + ] + , slots = + [ Slot + { slotName = "quad" + , slotStreams = fromList [ ( "position" , V4F ) ] + , slotUniforms = fromList [] + , slotPrimitive = Triangles + , slotPrograms = [ 0 ] + } + ] + , streams = [] + , commands = + [ SetRenderTarget 0 + , ClearRenderTarget + [ ClearImage + { imageSemantic = Color , clearValue = VV4F (V4 1.0 0.0 0.0 0.5) } + ] + , SetProgram 0 + , SetRasterContext + (TriangleCtx CullNone PolygonFill NoOffset LastVertex) + , SetAccumulationContext + AccumulationContext + { accViewportName = Nothing + , accOperations = + [ ColorOp NoBlending (VV4B (V4 True True True True)) ] + } + , RenderSlot 0 + ] + } \ No newline at end of file -- cgit v1.2.3