HLSL: Include built-in processing for vertex input and fragment output flattening.
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@@ -158,7 +158,7 @@ gl_FragCoord origin is upper left
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -172,8 +172,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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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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@@ -338,7 +338,7 @@ gl_FragCoord origin is upper left
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -352,8 +352,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
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0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
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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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@@ -391,7 +391,7 @@ gl_FragCoord origin is upper left
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Name 106 "psout"
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Name 117 "flattenTemp"
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Name 120 "Color"
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Name 124 "Depth"
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Name 124 "@entryPointOutput_Depth"
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Name 129 "g_sSamp"
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Decorate 14(g_tTex2dmsf4) DescriptorSet 0
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MemberDecorate 20($Global) 0 Offset 0
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@@ -410,7 +410,7 @@ gl_FragCoord origin is upper left
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Decorate 75(g_tTex2dmsi4a) DescriptorSet 0
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Decorate 82(g_tTex2dmsu4a) DescriptorSet 0
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Decorate 120(Color) Location 0
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Decorate 124(Depth) BuiltIn FragDepth
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Decorate 124(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 129(g_sSamp) DescriptorSet 0
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Decorate 129(g_sSamp) Binding 0
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2: TypeVoid
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@@ -461,7 +461,7 @@ gl_FragCoord origin is upper left
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119: TypePointer Output 7(fvec4)
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120(Color): 119(ptr) Variable Output
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123: TypePointer Output 6(float)
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124(Depth): 123(ptr) Variable Output
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124(@entryPointOutput_Depth): 123(ptr) Variable Output
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127: TypeSampler
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128: TypePointer UniformConstant 127
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129(g_sSamp): 128(ptr) Variable UniformConstant
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@@ -475,7 +475,7 @@ gl_FragCoord origin is upper left
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Store 120(Color) 122
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125: 112(ptr) AccessChain 117(flattenTemp) 23
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126: 6(float) Load 125
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Store 124(Depth) 126
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Store 124(@entryPointOutput_Depth) 126
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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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