HLSL: Include built-in processing for vertex input and fragment output flattening.
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@@ -602,7 +602,7 @@ gl_FragCoord origin is upper left
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0:33 Constant:
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0:33 0 (const int)
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0:33 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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@@ -620,8 +620,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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, 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:? '@entryPointOutput_Depth' ( out float FragDepth)
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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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Linked fragment stage:
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@@ -1230,7 +1230,7 @@ gl_FragCoord origin is upper left
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0:33 Constant:
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0:33 0 (const int)
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0:33 move second child to first child ( temp float)
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0:? 'Depth' ( out float FragDepth)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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@@ -1248,8 +1248,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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, 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:? '@entryPointOutput_Depth' ( out float FragDepth)
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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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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -1310,7 +1310,7 @@ gl_FragCoord origin is upper left
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Name 351 "psout"
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Name 360 "flattenTemp"
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Name 363 "Color"
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Name 367 "Depth"
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Name 367 "@entryPointOutput_Depth"
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Name 370 "g_sSamp2d"
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Name 373 "g_tTex1df4a"
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Name 376 "g_tTex1di4a"
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@@ -1334,7 +1334,7 @@ gl_FragCoord origin is upper left
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Decorate 47(g_tTex2di4a) DescriptorSet 0
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Decorate 63(g_tTex2du4a) DescriptorSet 0
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Decorate 363(Color) Location 0
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Decorate 367(Depth) BuiltIn FragDepth
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Decorate 367(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 370(g_sSamp2d) DescriptorSet 0
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Decorate 373(g_tTex1df4a) DescriptorSet 0
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Decorate 373(g_tTex1df4a) Binding 0
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@@ -1394,7 +1394,7 @@ gl_FragCoord origin is upper left
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362: TypePointer Output 7(fvec4)
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363(Color): 362(ptr) Variable Output
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366: TypePointer Output 6(float)
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367(Depth): 366(ptr) Variable Output
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367(@entryPointOutput_Depth): 366(ptr) Variable Output
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370(g_sSamp2d): 19(ptr) Variable UniformConstant
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371: TypeImage 6(float) 1D array sampled format:Unknown
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372: TypePointer UniformConstant 371
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@@ -1424,7 +1424,7 @@ gl_FragCoord origin is upper left
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Store 363(Color) 365
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368: 355(ptr) AccessChain 360(flattenTemp) 131
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369: 6(float) Load 368
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Store 367(Depth) 369
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Store 367(@entryPointOutput_Depth) 369
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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