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

@@ -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