HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
This commit is contained in:
@@ -12,8 +12,8 @@ gl_FragCoord origin is upper left
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0:45 Construct combined texture-sampler ( temp sampler2DShadow)
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0:45 'g_tTex2df4' ( uniform texture2D)
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0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:45 c2: direct index for structure ( uniform 2-component vector of float)
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0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:45 Constant:
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0:45 1 (const uint)
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0:45 Constant:
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@@ -28,8 +28,8 @@ gl_FragCoord origin is upper left
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0:46 Construct combined texture-sampler ( temp isampler2DShadow)
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0:46 'g_tTex2di4' ( uniform itexture2D)
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0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:46 c2: direct index for structure ( uniform 2-component vector of float)
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0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:46 Constant:
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0:46 1 (const uint)
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0:46 Constant:
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@@ -44,8 +44,8 @@ gl_FragCoord origin is upper left
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0:47 Construct combined texture-sampler ( temp usampler2DShadow)
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0:47 'g_tTex2du4' ( uniform utexture2D)
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0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:47 c2: direct index for structure ( uniform 2-component vector of float)
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0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:47 Constant:
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0:47 1 (const uint)
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0:47 Constant:
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@@ -60,8 +60,8 @@ gl_FragCoord origin is upper left
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0:49 Construct combined texture-sampler ( temp sampler2DShadow)
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0:49 'g_tTex2df4' ( uniform texture2D)
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0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:49 c2: direct index for structure ( uniform 2-component vector of float)
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0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:49 Constant:
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0:49 1 (const uint)
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0:49 Constant:
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@@ -82,8 +82,8 @@ gl_FragCoord origin is upper left
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0:50 Construct combined texture-sampler ( temp isampler2DShadow)
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0:50 'g_tTex2di4' ( uniform itexture2D)
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0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:50 c2: direct index for structure ( uniform 2-component vector of float)
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0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:50 Constant:
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0:50 1 (const uint)
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0:50 Constant:
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@@ -104,8 +104,8 @@ gl_FragCoord origin is upper left
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0:51 Construct combined texture-sampler ( temp usampler2DShadow)
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0:51 'g_tTex2du4' ( uniform utexture2D)
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0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:51 c2: direct index for structure ( uniform 2-component vector of float)
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0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:51 Constant:
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0:51 1 (const uint)
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0:51 Constant:
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@@ -172,9 +172,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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Linked fragment stage:
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@@ -193,8 +193,8 @@ gl_FragCoord origin is upper left
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0:45 Construct combined texture-sampler ( temp sampler2DShadow)
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0:45 'g_tTex2df4' ( uniform texture2D)
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0:45 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:45 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:45 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:45 c2: direct index for structure ( uniform 2-component vector of float)
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0:45 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:45 Constant:
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0:45 1 (const uint)
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0:45 Constant:
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@@ -209,8 +209,8 @@ gl_FragCoord origin is upper left
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0:46 Construct combined texture-sampler ( temp isampler2DShadow)
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0:46 'g_tTex2di4' ( uniform itexture2D)
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0:46 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:46 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:46 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:46 c2: direct index for structure ( uniform 2-component vector of float)
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0:46 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:46 Constant:
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0:46 1 (const uint)
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0:46 Constant:
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@@ -225,8 +225,8 @@ gl_FragCoord origin is upper left
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0:47 Construct combined texture-sampler ( temp usampler2DShadow)
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0:47 'g_tTex2du4' ( uniform utexture2D)
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0:47 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:47 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:47 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:47 c2: direct index for structure ( uniform 2-component vector of float)
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0:47 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:47 Constant:
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0:47 1 (const uint)
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0:47 Constant:
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@@ -241,8 +241,8 @@ gl_FragCoord origin is upper left
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0:49 Construct combined texture-sampler ( temp sampler2DShadow)
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0:49 'g_tTex2df4' ( uniform texture2D)
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0:49 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:49 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:49 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:49 c2: direct index for structure ( uniform 2-component vector of float)
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0:49 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:49 Constant:
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0:49 1 (const uint)
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0:49 Constant:
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@@ -263,8 +263,8 @@ gl_FragCoord origin is upper left
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0:50 Construct combined texture-sampler ( temp isampler2DShadow)
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0:50 'g_tTex2di4' ( uniform itexture2D)
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0:50 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:50 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:50 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:50 c2: direct index for structure ( uniform 2-component vector of float)
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0:50 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:50 Constant:
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0:50 1 (const uint)
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0:50 Constant:
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@@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
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0:51 Construct combined texture-sampler ( temp usampler2DShadow)
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0:51 'g_tTex2du4' ( uniform utexture2D)
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0:51 'g_sSampCmp' (layout( binding=0) uniform sampler)
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0:51 c2: direct index for structure (layout( offset=8) uniform 2-component vector of float)
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0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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0:51 c2: direct index for structure ( uniform 2-component vector of float)
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0:51 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:51 Constant:
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0:51 1 (const uint)
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0:51 Constant:
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@@ -353,9 +353,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? 'Depth' ( out float FragDepth)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform float c1, layout( offset=8) uniform 2-component vector of float c2, layout( offset=16) uniform 3-component vector of float c3, layout( offset=32) uniform 4-component vector of float c4})
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// Module Version 10000
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// Generated by (magic number): 80001
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