HLSL: Include built-in processing for vertex input and fragment output flattening.
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@@ -92,7 +92,7 @@ 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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@@ -115,8 +115,8 @@ 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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@@ -215,7 +215,7 @@ 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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@@ -238,8 +238,8 @@ 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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@@ -279,7 +279,7 @@ gl_FragCoord origin is upper left
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Name 91 "psout"
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Name 101 "flattenTemp"
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Name 104 "Color"
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Name 108 "Depth"
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Name 108 "@entryPointOutput_Depth"
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Name 113 "g_sSamp"
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Name 116 "g_tTex1df4a"
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Name 119 "g_tTex1di4a"
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@@ -308,7 +308,7 @@ gl_FragCoord origin is upper left
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Decorate 78(g_tTex3di4) DescriptorSet 0
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Decorate 85(g_tTex3du4) DescriptorSet 0
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Decorate 104(Color) Location 0
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Decorate 108(Depth) BuiltIn FragDepth
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Decorate 108(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 113(g_sSamp) DescriptorSet 0
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Decorate 113(g_sSamp) Binding 0
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Decorate 116(g_tTex1df4a) DescriptorSet 0
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@@ -373,7 +373,7 @@ gl_FragCoord origin is upper left
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103: TypePointer Output 7(fvec4)
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104(Color): 103(ptr) Variable Output
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107: TypePointer Output 6(float)
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108(Depth): 107(ptr) Variable Output
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108(@entryPointOutput_Depth): 107(ptr) Variable Output
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111: TypeSampler
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112: TypePointer UniformConstant 111
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113(g_sSamp): 112(ptr) Variable UniformConstant
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@@ -405,7 +405,7 @@ gl_FragCoord origin is upper left
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Store 104(Color) 106
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109: 96(ptr) AccessChain 101(flattenTemp) 48
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110: 6(float) Load 109
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Store 108(Depth) 110
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Store 108(@entryPointOutput_Depth) 110
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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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