HLSL: Attributes: Add [[vk::constant_id()]] and [[vk::push_constant]]
This commit is contained in:
@@ -2,42 +2,45 @@ hlsl.attributeC11.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:16 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:16 Function Parameters:
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0:16 'input' ( in 4-component vector of float)
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0:20 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:20 Function Parameters:
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0:20 'input' ( in 4-component vector of float)
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0:? Sequence
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0:17 Branch: Return with expression
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0:17 add ( temp 4-component vector of float)
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0:17 'input' ( in 4-component vector of float)
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0:17 textureFetch ( temp 4-component vector of float)
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0:17 'attach' ( uniform texture2D)
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0:17 vector swizzle ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Sequence
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0:17 Constant:
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0:17 0 (const int)
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0:17 direct index ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Constant:
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0:17 1 (const int)
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:21 Branch: Return with expression
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0:21 add ( temp 4-component vector of float)
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0:21 'input' ( in 4-component vector of float)
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0:21 textureFetch ( temp 4-component vector of float)
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0:21 'attach' ( uniform texture2D)
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0:21 vector swizzle ( temp int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 0 (const int)
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0:21 Sequence
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0:21 Constant:
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0:21 0 (const int)
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0:21 direct index ( temp int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 0 (const int)
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0:21 Constant:
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0:21 1 (const int)
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:16 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:20 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'attach' ( uniform texture2D)
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0:? 'ci' ( specialization-constant const int)
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0:? 11 (const int)
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0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a})
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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@@ -48,48 +51,51 @@ Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:16 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:16 Function Parameters:
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0:16 'input' ( in 4-component vector of float)
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0:20 Function Definition: @main(vf4; ( temp 4-component vector of float)
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0:20 Function Parameters:
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0:20 'input' ( in 4-component vector of float)
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0:? Sequence
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0:17 Branch: Return with expression
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0:17 add ( temp 4-component vector of float)
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0:17 'input' ( in 4-component vector of float)
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0:17 textureFetch ( temp 4-component vector of float)
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0:17 'attach' ( uniform texture2D)
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0:17 vector swizzle ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Sequence
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0:17 Constant:
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0:17 0 (const int)
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0:17 direct index ( temp int)
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0:17 Constant:
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0:17 0 (const int)
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0:17 0 (const int)
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0:17 Constant:
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0:17 1 (const int)
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:21 Branch: Return with expression
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0:21 add ( temp 4-component vector of float)
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0:21 'input' ( in 4-component vector of float)
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0:21 textureFetch ( temp 4-component vector of float)
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0:21 'attach' ( uniform texture2D)
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0:21 vector swizzle ( temp int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 0 (const int)
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0:21 Sequence
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0:21 Constant:
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0:21 0 (const int)
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0:21 direct index ( temp int)
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0:21 Constant:
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0:21 0 (const int)
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0:21 0 (const int)
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0:21 Constant:
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0:21 1 (const int)
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:16 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:20 Function Call: @main(vf4; ( temp 4-component vector of float)
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0:? 'input' ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'buffer1' (layout( set=0 binding=1 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'buffer3' (layout( set=2 binding=3 row_major std430) readonly buffer block{layout( row_major std430) buffer implicitly-sized array of structure{ temp 2-component vector of float f} @data})
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0:? 'attach' ( uniform texture2D)
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0:? 'ci' ( specialization-constant const int)
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0:? 11 (const int)
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0:? 'anon@0' (layout( row_major std430 push_constant) uniform block{layout( row_major std430 offset=0) uniform int a})
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0:? '@entryPointOutput' (layout( location=7) out 4-component vector of float)
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0:? 'input' (layout( location=8) in 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80003
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// Id's are bound by 47
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// Id's are bound by 51
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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@@ -111,6 +117,10 @@ gl_FragCoord origin is upper left
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MemberName 43(buffer1) 0 "@data"
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Name 45 "buffer1"
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Name 46 "buffer3"
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Name 47 "ci"
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Name 48 "pcBuf"
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MemberName 48(pcBuf) 0 "a"
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Name 50 ""
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Decorate 16(attach) DescriptorSet 0
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Decorate 16(attach) InputAttachmentIndex 4
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Decorate 33(input) Location 8
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@@ -124,6 +134,9 @@ gl_FragCoord origin is upper left
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Decorate 45(buffer1) Binding 1
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Decorate 46(buffer3) DescriptorSet 2
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Decorate 46(buffer3) Binding 3
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Decorate 47(ci) SpecId 13
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MemberDecorate 48(pcBuf) 0 Offset 0
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Decorate 48(pcBuf) Block
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -151,6 +164,10 @@ gl_FragCoord origin is upper left
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44: TypePointer Uniform 43(buffer1)
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45(buffer1): 44(ptr) Variable Uniform
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46(buffer3): 44(ptr) Variable Uniform
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47(ci): 18(int) SpecConstant 11
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48(pcBuf): TypeStruct 18(int)
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49: TypePointer PushConstant 48(pcBuf)
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50: 49(ptr) Variable PushConstant
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4(main): 2 Function None 3
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5: Label
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31(input): 8(ptr) Variable Function
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