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; Test VectorType handling by SCCP.
; SCCP ignores VectorTypes until PR 1034 is fixed
;
; RUN: opt < %s -sccp
; END.
target datalayout = "E-p:32:32"
target triple = "powerpc-apple-darwin8"
%struct.GLDAlphaTest = type { float, i16, i8, i8 }
%struct.GLDArrayRange = type { i8, i8, i8, i8 }
%struct.GLDBlendMode = type { i16, i16, i16, i16, %struct.GLTColor4, i16, i16, i8, i8, i8, i8 }
%struct.GLDBufferRec = type opaque
%struct.GLDBufferstate = type { %struct.GLTDimensions, %struct.GLTDimensions, %struct.GLTFixedColor4, %struct.GLTFixedColor4, i8, i8, i8, i8, [2 x %struct.GLSBuffer], [4 x %struct.GLSBuffer], %struct.GLSBuffer, %struct.GLSBuffer, %struct.GLSBuffer, [4 x %struct.GLSBuffer*], %struct.GLSBuffer*, %struct.GLSBuffer*, %struct.GLSBuffer*, i8, i8 }
%struct.GLDClearColor = type { double, %struct.GLTColor4, %struct.GLTColor4, float, i32 }
%struct.GLDClipPlane = type { i32, [6 x %struct.GLTColor4] }
%struct.GLDColorBuffer = type { i16, i16, [4 x i16] }
%struct.GLDColorMatrix = type { [16 x float]*, %struct.GLDImagingColorScale }
%struct.GLDContextRec = type { float, float, float, float, float, float, float, float, %struct.GLTColor4, %struct.GLTColor4, %struct.GLVMFPContext, %struct.GLDTextureMachine, %struct.GLGProcessor, %struct._GLVMConstants*, void (%struct.GLDContextRec*, i32, i32, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, i32)*, %struct._GLVMFunction*, void (%struct.GLDContextRec*, %struct.GLDVertex*)*, void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*)*, void (%struct.GLDContextRec*, %struct.GLDVertex*, %struct.GLDVertex*, %struct.GLDVertex*)*, %struct._GLVMFunction*, %struct._GLVMFunction*, %struct._GLVMFunction*, i32, i32, i32, float, float, float, i32, %struct.GLSDrawable, %struct.GLDFramebufferAttachment, %struct.GLDFormat, %struct.GLDBufferstate, %struct.GLDSharedRec*, %struct.GLDState*, %struct.GLDPluginState*, %struct.GLTDimensions, %struct.GLTColor4*, %struct.GLTColor4*, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, %struct.GLVMFragmentAttribRec*, %struct.GLDPipelineProgramRec*, %struct.GLDStateProgramRec, %struct.GLVMTextures, { [4 x i8*], i8*, i8* }, [64 x float], %struct.GLDStippleData, i16, i8, i8, i32, %struct.GLDFramebufferRec*, i8, %struct.GLDQueryRec*, %struct.GLDQueryRec* }
%struct.GLDConvolution = type { %struct.GLTColor4, %struct.GLDImagingColorScale, i16, i16, float*, i32, i32 }
%struct.GLDDepthTest = type { i16, i16, i8, i8, i8, i8, double, double }
%struct.GLDFogMode = type { %struct.GLTColor4, float, float, float, float, float, i16, i16, i16, i8, i8 }
%struct.GLDFormat = type { i32, i32, i32, i32, i32, i32, i32, i32, i8, i8, i8, i8, i32, i32, i32 }
%struct.GLDFramebufferAttachment = type { i32, i32, i32, i32, i32, i32 }
%struct.GLDFramebufferData = type { [6 x %struct.GLDFramebufferAttachment], [4 x i16], i16, i16, i16, i16, i32 }
%struct.GLDFramebufferRec = type { %struct.GLDFramebufferData*, %struct.GLDPluginFramebufferData*, %struct.GLDPixelFormat }
%struct.GLDHintMode = type { i16, i16, i16, i16, i16, i16, i16, i16, i16, i16 }
%struct.GLDHistogram = type { %struct.GLTFixedColor4*, i32, i16, i8, i8 }
%struct.GLDImagingColorScale = type { { float, float }, { float, float }, { float, float }, { float, float } }
%struct.GLDImagingSubset = type { %struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDConvolution, %struct.GLDColorMatrix, %struct.GLDMinmax, %struct.GLDHistogram, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, %struct.GLDImagingColorScale, i32 }
%struct.GLDLight = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTCoord3, float, float, float, float, float, %struct.GLTCoord3, float, float, float, float, float }
%struct.GLDLightModel = type { %struct.GLTColor4, [8 x %struct.GLDLight], [2 x %struct.GLDMaterial], i32, i16, i16, i16, i8, i8, i8, i8, i8, i8 }
%struct.GLDLightProduct = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4 }
%struct.GLDLineMode = type { float, i32, i16, i16, i8, i8, i8, i8 }
%struct.GLDLogicOp = type { i16, i8, i8 }
%struct.GLDMaskMode = type { i32, [3 x i32], i8, i8, i8, i8, i8, i8, i8, i8 }
%struct.GLDMaterial = type { %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, %struct.GLTColor4, float, float, float, float, [8 x %struct.GLDLightProduct], %struct.GLTColor4, [6 x i32], [2 x i32] }
%struct.GLDMinmax = type { %struct.GLDMinmaxTable*, i16, i8, i8 }
%struct.GLDMinmaxTable = type { %struct.GLTColor4, %struct.GLTColor4 }
%struct.GLDMipmaplevel = type { [4 x i32], [4 x float], [4 x i32], [4 x i32], [4 x float], [4 x i32], [3 x i32], i32, float*, float*, float*, i32, i32, i8*, i16, i16, i16, i16 }
%struct.GLDMultisample = type { float, i8, i8, i8, i8, i8, i8, i8, i8 }
%struct.GLDPipelineProgramData = type { i16, i16, i32, %struct._PPStreamToken*, i64, %struct.GLDShaderSourceData*, %struct.GLTColor4*, i32 }
%struct.GLDPipelineProgramRec = type { %struct.GLDPipelineProgramData*, %struct._PPStreamToken*, %struct._PPStreamToken*, %struct._GLVMFunction*, i32, i32, i32 }
%struct.GLDPipelineProgramState = type { i8, i8, i8, i8, %struct.GLTColor4* }
%struct.GLDPixelFormat = type { i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8, i8 }
%struct.GLDPixelMap = type { i32*, float*, float*, float*, float*, float*, float*, float*, float*, i32*, i32, i32, i32, i32, i32, i32, i32, i32, i32, i32 }
%struct.GLDPixelMode = type { float, float, %struct.GLDPixelStore, %struct.GLDPixelTransfer, %struct.GLDPixelMap, %struct.GLDImagingSubset, i32, i32 }
%struct.GLDPixelPack = type { i32, i32, i32, i32, i32, i32, i32, i32, i8, i8, i8, i8 }
%struct.GLDPixelStore = type { %struct.GLDPixelPack, %struct.GLDPixelPack }
%struct.GLDPixelTransfer = type { float, float, float, float, float, float, float, float, float, float, i32, i32, float, float, float, float, float, float, float, float, float, float, float, float }
%struct.GLDPluginFramebufferData = type { [6 x %struct.GLDTextureRec*], i32, i32 }
%struct.GLDPluginProgramData = type { [3 x %struct.GLDPipelineProgramRec*], %struct.GLDBufferRec**, i32 }
%struct.GLDPluginState = type { [16 x [5 x %struct.GLDTextureRec*]], [3 x %struct.GLDTextureRec*], [16 x %struct.GLDTextureRec*], [3 x %struct.GLDPipelineProgramRec*], %struct.GLDProgramRec*, %struct.GLDVertexArrayRec*, [16 x %struct.GLDBufferRec*], %struct.GLDFramebufferRec*, %struct.GLDFramebufferRec* }
%struct.GLDPointMode = type { float, float, float, float, %struct.GLTCoord3, float, i8, i8, i8, i8, i16, i16, i32, i16, i16 }
%struct.GLDPolygonMode = type { [128 x i8], float, float, i16, i16, i16, i16, i8
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