HLSL: Include built-in processing for vertex input and fragment output flattening.
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@@ -326,7 +326,7 @@ gl_FragCoord origin is upper left
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0:44 Constant:
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0:44 0 (const int)
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0:44 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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0:44 Depth: direct index for structure ( temp float)
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0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:44 Constant:
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@@ -352,8 +352,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout( rgba32ui) 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:? '@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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@@ -686,7 +686,7 @@ gl_FragCoord origin is upper left
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0:44 Constant:
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0:44 0 (const int)
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0:44 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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0:44 Depth: direct index for structure ( temp float)
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0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:44 Constant:
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@@ -712,8 +712,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
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0:? 'g_tBuffU' (layout( rgba32ui) 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:? '@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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@@ -776,7 +776,7 @@ gl_FragCoord origin is upper left
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Name 201 "psout"
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Name 213 "flattenTemp"
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Name 216 "Color"
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Name 220 "Depth"
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Name 220 "@entryPointOutput_Depth"
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Name 225 "g_sSamp"
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Name 229 "$Global"
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MemberName 229($Global) 0 "c1"
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@@ -808,7 +808,7 @@ gl_FragCoord origin is upper left
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Decorate 179(g_tTex3di4) DescriptorSet 0
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Decorate 191(g_tTex3du4) DescriptorSet 0
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Decorate 216(Color) Location 0
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Decorate 220(Depth) BuiltIn FragDepth
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Decorate 220(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 225(g_sSamp) DescriptorSet 0
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Decorate 225(g_sSamp) Binding 0
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MemberDecorate 229($Global) 0 Offset 0
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@@ -901,7 +901,7 @@ gl_FragCoord origin is upper left
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215: TypePointer Output 7(fvec4)
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216(Color): 215(ptr) Variable Output
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219: TypePointer Output 6(float)
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220(Depth): 219(ptr) Variable Output
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220(@entryPointOutput_Depth): 219(ptr) Variable Output
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223: TypeSampler
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224: TypePointer UniformConstant 223
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225(g_sSamp): 224(ptr) Variable UniformConstant
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@@ -921,7 +921,7 @@ gl_FragCoord origin is upper left
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Store 216(Color) 218
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221: 208(ptr) AccessChain 213(flattenTemp) 207
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222: 6(float) Load 221
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Store 220(Depth) 222
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Store 220(@entryPointOutput_Depth) 222
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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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