HLSL: Include built-in processing for vertex input and fragment output flattening.
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@@ -74,7 +74,7 @@ gl_FragCoord origin is upper left
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0:40 Constant:
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0:40 0 (const int)
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0:40 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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0:40 Depth: direct index for structure ( temp float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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@@ -97,8 +97,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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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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@@ -179,7 +179,7 @@ gl_FragCoord origin is upper left
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0:40 Constant:
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0:40 0 (const int)
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0:40 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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0:40 Depth: direct index for structure ( temp float)
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0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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@@ -202,8 +202,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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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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@@ -240,7 +240,7 @@ gl_FragCoord origin is upper left
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Name 68 "psout"
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Name 79 "flattenTemp"
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Name 82 "Color"
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Name 86 "Depth"
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Name 86 "@entryPointOutput_Depth"
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Name 91 "g_sSamp"
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Name 94 "g_tTex1df4"
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Name 97 "g_tTex1di4"
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@@ -268,7 +268,7 @@ gl_FragCoord origin is upper left
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Decorate 55(g_tTex2di4a) DescriptorSet 0
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Decorate 62(g_tTex2du4a) DescriptorSet 0
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Decorate 82(Color) Location 0
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Decorate 86(Depth) BuiltIn FragDepth
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Decorate 86(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 91(g_sSamp) DescriptorSet 0
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Decorate 91(g_sSamp) Binding 0
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Decorate 94(g_tTex1df4) DescriptorSet 0
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@@ -327,7 +327,7 @@ gl_FragCoord origin is upper left
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81: TypePointer Output 7(fvec4)
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82(Color): 81(ptr) Variable Output
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85: TypePointer Output 6(float)
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86(Depth): 85(ptr) Variable Output
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86(@entryPointOutput_Depth): 85(ptr) Variable Output
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89: TypeSampler
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90: TypePointer UniformConstant 89
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91(g_sSamp): 90(ptr) Variable UniformConstant
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@@ -368,7 +368,7 @@ gl_FragCoord origin is upper left
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Store 82(Color) 84
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87: 74(ptr) AccessChain 79(flattenTemp) 23
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88: 6(float) Load 87
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Store 86(Depth) 88
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Store 86(@entryPointOutput_Depth) 88
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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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