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

@@ -92,7 +92,7 @@ gl_FragCoord origin is upper left
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
@@ -115,8 +115,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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:
@@ -215,7 +215,7 @@ gl_FragCoord origin is upper left
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
@@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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
@@ -279,7 +279,7 @@ gl_FragCoord origin is upper left
Name 91 "psout"
Name 101 "flattenTemp"
Name 104 "Color"
Name 108 "Depth"
Name 108 "@entryPointOutput_Depth"
Name 113 "g_sSamp"
Name 116 "g_tTex1df4a"
Name 119 "g_tTex1di4a"
@@ -308,7 +308,7 @@ gl_FragCoord origin is upper left
Decorate 78(g_tTex3di4) DescriptorSet 0
Decorate 85(g_tTex3du4) DescriptorSet 0
Decorate 104(Color) Location 0
Decorate 108(Depth) BuiltIn FragDepth
Decorate 108(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 113(g_sSamp) DescriptorSet 0
Decorate 113(g_sSamp) Binding 0
Decorate 116(g_tTex1df4a) DescriptorSet 0
@@ -373,7 +373,7 @@ gl_FragCoord origin is upper left
103: TypePointer Output 7(fvec4)
104(Color): 103(ptr) Variable Output
107: TypePointer Output 6(float)
108(Depth): 107(ptr) Variable Output
108(@entryPointOutput_Depth): 107(ptr) Variable Output
111: TypeSampler
112: TypePointer UniformConstant 111
113(g_sSamp): 112(ptr) Variable UniformConstant
@@ -405,7 +405,7 @@ gl_FragCoord origin is upper left
Store 104(Color) 106
109: 96(ptr) AccessChain 101(flattenTemp) 48
110: 6(float) Load 109
Store 108(Depth) 110
Store 108(@entryPointOutput_Depth) 110
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9