HLSL: Include built-in processing for vertex input and fragment output flattening.

This commit is contained in:
John Kessenich
2017-08-08 20:02:21 -06:00
parent ecd08bc36c
commit 3322dd8f99
55 changed files with 478 additions and 437 deletions

View File

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