HLSL: Include built-in processing for vertex input and fragment output flattening.
This commit is contained in:
@@ -245,7 +245,7 @@ gl_FragCoord origin is upper left
|
||||
0:48 Constant:
|
||||
0:48 0 (const int)
|
||||
0:48 move second child to first child ( temp float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:? '@entryPointOutput_Depth' ( out float FragDepth)
|
||||
0:48 Depth: direct index for structure ( temp float)
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Constant:
|
||||
@@ -274,8 +274,8 @@ 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 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:
|
||||
@@ -527,7 +527,7 @@ gl_FragCoord origin is upper left
|
||||
0:48 Constant:
|
||||
0:48 0 (const int)
|
||||
0:48 move second child to first child ( temp float)
|
||||
0:? 'Depth' ( out float FragDepth)
|
||||
0:? '@entryPointOutput_Depth' ( out float FragDepth)
|
||||
0:48 Depth: direct index for structure ( temp float)
|
||||
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:48 Constant:
|
||||
@@ -556,8 +556,8 @@ 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 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
|
||||
@@ -599,7 +599,7 @@ gl_FragCoord origin is upper left
|
||||
Name 141 "psout"
|
||||
Name 152 "flattenTemp"
|
||||
Name 155 "Color"
|
||||
Name 159 "Depth"
|
||||
Name 159 "@entryPointOutput_Depth"
|
||||
Name 164 "g_sSamp"
|
||||
Name 167 "g_tTexcdf4"
|
||||
Name 170 "g_tTexcdi4"
|
||||
@@ -634,7 +634,7 @@ gl_FragCoord origin is upper left
|
||||
Decorate 118(g_tTex3di4) DescriptorSet 0
|
||||
Decorate 130(g_tTex3du4) DescriptorSet 0
|
||||
Decorate 155(Color) Location 0
|
||||
Decorate 159(Depth) BuiltIn FragDepth
|
||||
Decorate 159(@entryPointOutput_Depth) BuiltIn FragDepth
|
||||
Decorate 164(g_sSamp) DescriptorSet 0
|
||||
Decorate 164(g_sSamp) Binding 0
|
||||
Decorate 167(g_tTexcdf4) DescriptorSet 0
|
||||
@@ -714,7 +714,7 @@ gl_FragCoord origin is upper left
|
||||
154: TypePointer Output 7(fvec4)
|
||||
155(Color): 154(ptr) Variable Output
|
||||
158: TypePointer Output 6(float)
|
||||
159(Depth): 158(ptr) Variable Output
|
||||
159(@entryPointOutput_Depth): 158(ptr) Variable Output
|
||||
162: TypeSampler
|
||||
163: TypePointer UniformConstant 162
|
||||
164(g_sSamp): 163(ptr) Variable UniformConstant
|
||||
@@ -764,7 +764,7 @@ gl_FragCoord origin is upper left
|
||||
Store 155(Color) 157
|
||||
160: 147(ptr) AccessChain 152(flattenTemp) 23
|
||||
161: 6(float) Load 160
|
||||
Store 159(Depth) 161
|
||||
Store 159(@entryPointOutput_Depth) 161
|
||||
Return
|
||||
FunctionEnd
|
||||
10(@main():8(PS_OUTPUT) Function None 9
|
||||
|
||||
Reference in New Issue
Block a user