HLSL: Allow use of $Global members in between function calls.
This allows global initializers to use $Global members.
This commit is contained in:
@@ -10,8 +10,8 @@ gl_FragCoord origin is upper left
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0:28 'r00' ( temp 4-component vector of float)
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0:28 imageLoad ( temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
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0:28 c1: direct index for structure (layout( offset=0) uniform int)
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0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:28 c1: direct index for structure ( uniform int)
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0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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@@ -19,8 +19,8 @@ gl_FragCoord origin is upper left
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0:29 'r01' ( temp 4-component vector of int)
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0:29 imageLoad ( temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
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0:29 c1: direct index for structure (layout( offset=0) uniform int)
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0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:29 c1: direct index for structure ( uniform int)
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0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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@@ -28,8 +28,8 @@ gl_FragCoord origin is upper left
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0:30 'r02' ( temp 4-component vector of uint)
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0:30 imageLoad ( temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
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0:30 c1: direct index for structure (layout( offset=0) uniform int)
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0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:30 c1: direct index for structure ( uniform int)
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0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child ( temp 4-component vector of float)
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@@ -75,9 +75,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
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0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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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 int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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Linked fragment stage:
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@@ -94,8 +94,8 @@ gl_FragCoord origin is upper left
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0:28 'r00' ( temp 4-component vector of float)
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0:28 imageLoad ( temp 4-component vector of float)
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0:28 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
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0:28 c1: direct index for structure (layout( offset=0) uniform int)
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0:28 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:28 c1: direct index for structure ( uniform int)
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0:28 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:28 Constant:
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0:28 0 (const uint)
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0:29 Sequence
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@@ -103,8 +103,8 @@ gl_FragCoord origin is upper left
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0:29 'r01' ( temp 4-component vector of int)
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0:29 imageLoad ( temp 4-component vector of int)
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0:29 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
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0:29 c1: direct index for structure (layout( offset=0) uniform int)
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0:29 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:29 c1: direct index for structure ( uniform int)
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0:29 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:29 Constant:
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0:29 0 (const uint)
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0:30 Sequence
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@@ -112,8 +112,8 @@ gl_FragCoord origin is upper left
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0:30 'r02' ( temp 4-component vector of uint)
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0:30 imageLoad ( temp 4-component vector of uint)
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0:30 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
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0:30 c1: direct index for structure (layout( offset=0) uniform int)
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0:30 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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0:30 c1: direct index for structure ( uniform int)
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0:30 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:30 Constant:
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0:30 0 (const uint)
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0:34 move second child to first child ( temp 4-component vector of float)
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@@ -159,9 +159,9 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbf4' (layout( rgba32f) readonly uniform imageBuffer)
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0:? 'g_tTexbi4' (layout( rgba32i) readonly uniform iimageBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) readonly uniform uimageBuffer)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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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 int c1, layout( offset=8) uniform 2-component vector of int c2, layout( offset=16) uniform 3-component vector of int c3, layout( offset=32) uniform 4-component vector of int c4, layout( offset=48) uniform int o1, layout( offset=56) uniform 2-component vector of int o2, layout( offset=64) uniform 3-component vector of int o3, layout( offset=80) uniform 4-component vector of int o4})
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// Module Version 10000
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// Generated by (magic number): 80001
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