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

@@ -65,7 +65,7 @@ gl_FragCoord origin is upper left
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
@@ -76,8 +76,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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})
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:
@@ -149,7 +149,7 @@ gl_FragCoord origin is upper left
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
@@ -160,8 +160,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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})
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
@@ -198,7 +198,7 @@ gl_FragCoord origin is upper left
Name 51 "psout"
Name 61 "flattenTemp"
Name 64 "Color"
Name 68 "Depth"
Name 68 "@entryPointOutput_Depth"
Name 71 "g_tTexbf4_test"
Decorate 16(g_tTexbf4) DescriptorSet 0
MemberDecorate 22($Global) 0 Offset 0
@@ -214,7 +214,7 @@ gl_FragCoord origin is upper left
Decorate 34(g_tTexbi4) DescriptorSet 0
Decorate 45(g_tTexbu4) DescriptorSet 0
Decorate 64(Color) Location 0
Decorate 68(Depth) BuiltIn FragDepth
Decorate 68(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 71(g_tTexbf4_test) DescriptorSet 0
Decorate 71(g_tTexbf4_test) Binding 0
2: TypeVoid
@@ -254,7 +254,7 @@ gl_FragCoord origin is upper left
63: TypePointer Output 7(fvec4)
64(Color): 63(ptr) Variable Output
67: TypePointer Output 6(float)
68(Depth): 67(ptr) Variable Output
68(@entryPointOutput_Depth): 67(ptr) Variable Output
71(g_tTexbf4_test): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
@@ -266,7 +266,7 @@ gl_FragCoord origin is upper left
Store 64(Color) 66
69: 56(ptr) AccessChain 61(flattenTemp) 55
70: 6(float) Load 69
Store 68(Depth) 70
Store 68(@entryPointOutput_Depth) 70
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9