HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
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@@ -12,12 +12,12 @@ gl_FragCoord origin is upper left
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0:10 Branch: Return with expression
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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0:10 Constant:
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0:10 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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Linked fragment stage:
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@@ -34,12 +34,12 @@ gl_FragCoord origin is upper left
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0:10 Branch: Return with expression
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0:10 component-wise multiply ( temp 4-component vector of float)
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0:10 'input' ( in 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout( offset=0) uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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0:10 AmbientColor: direct index for structure ( uniform 4-component vector of float)
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0:10 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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0:10 Constant:
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0:10 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform 4-component vector of float AmbientColor, layout( offset=16) uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float AmbientColor, uniform bool ff1, layout( offset=20) uniform float ff2, layout( binding=0 offset=32) uniform 4-component vector of float ff3, layout( binding=1 offset=48) uniform 4-component vector of float ff4})
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// Module Version 10000
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// Generated by (magic number): 80001
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