HLSL Tests: Tests for previous commit, to make it easier to see what's changing.
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@@ -5,28 +5,19 @@ WARNING: 0:6: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:1 Sequence
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0:1 move second child to first child (temp 4-component vector of float)
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0:1 'AmbientColor' (global 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
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0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (in 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 'AmbientColor' (global 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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0:10 Constant:
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0:10 0 (const uint)
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0:? Linker Objects
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0:? 'AmbientColor' (global 4-component vector of float)
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0:? 'ff1' (global bool Face)
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0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
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0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
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0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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Linked fragment stage:
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@@ -35,32 +26,23 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:1 Sequence
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0:1 move second child to first child (temp 4-component vector of float)
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0:1 'AmbientColor' (global 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 0.500000
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0:? 0.000000
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0:? 1.000000
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0:9 Function Definition: ShaderFunction(vf4; (global 4-component vector of float)
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0:9 Function Definition: ShaderFunction(vf4; (temp 4-component vector of float)
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0:9 Function Parameters:
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0:9 'input' (in 4-component vector of float)
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0:? Sequence
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0:10 Branch: Return with expression
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0:10 component-wise multiply (temp 4-component vector of float)
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0:10 'input' (in 4-component vector of float)
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0:10 'AmbientColor' (global 4-component vector of float)
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0:10 AmbientColor: direct index for structure (layout(offset=0 ) uniform 4-component vector of float)
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0:10 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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0:10 Constant:
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0:10 0 (const uint)
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0:? Linker Objects
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0:? 'AmbientColor' (global 4-component vector of float)
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0:? 'ff1' (global bool Face)
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0:? 'ff2' (layout(offset=4 ) global 4-component vector of float)
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0:? 'ff3' (layout(binding=0 offset=4 ) global 4-component vector of float)
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0:? 'ff4' (layout(binding=1 offset=4 ) global 4-component vector of float)
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0:? 'anon@0' (uniform block{layout(offset=0 ) uniform 4-component vector of float AmbientColor, layout(offset=16 ) uniform bool Face ff1, layout(offset=20 ) uniform float ff2, layout(binding=0 offset=32 ) uniform 4-component vector of float ff3, layout(binding=1 offset=48 ) uniform 4-component vector of float ff4})
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 30
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// Id's are bound by 26
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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@@ -70,44 +52,43 @@ gl_FragCoord origin is upper left
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Name 4 "PixelShaderFunction"
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Name 11 "ShaderFunction(vf4;"
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Name 10 "input"
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Name 14 "AmbientColor"
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Name 26 "ff1"
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Name 27 "ff2"
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Name 28 "ff3"
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Name 29 "ff4"
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Decorate 26(ff1) BuiltIn FrontFacing
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Decorate 27(ff2) Offset 4
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Decorate 28(ff3) Offset 4
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Decorate 28(ff3) Binding 0
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Decorate 29(ff4) Offset 4
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Decorate 29(ff4) Binding 1
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Name 15 "$Global"
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MemberName 15($Global) 0 "AmbientColor"
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MemberName 15($Global) 1 "ff1"
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MemberName 15($Global) 2 "ff2"
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MemberName 15($Global) 3 "ff3"
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MemberName 15($Global) 4 "ff4"
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Name 17 ""
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MemberDecorate 15($Global) 0 Offset 0
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MemberDecorate 15($Global) 1 Offset 16
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MemberDecorate 15($Global) 1 BuiltIn FrontFacing
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MemberDecorate 15($Global) 2 Offset 20
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MemberDecorate 15($Global) 3 Offset 32
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MemberDecorate 15($Global) 4 Offset 48
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Decorate 15($Global) Block
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Decorate 17 DescriptorSet 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Function 7(fvec4)
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9: TypeFunction 7(fvec4) 8(ptr)
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13: TypePointer Private 7(fvec4)
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14(AmbientColor): 13(ptr) Variable Private
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15: 6(float) Constant 1065353216
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16: 6(float) Constant 1056964608
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17: 6(float) Constant 0
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18: 7(fvec4) ConstantComposite 15 16 17 15
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24: TypeBool
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25: TypePointer Private 24(bool)
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26(ff1): 25(ptr) Variable Private
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27(ff2): 13(ptr) Variable Private
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28(ff3): 13(ptr) Variable Private
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29(ff4): 13(ptr) Variable Private
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14: TypeInt 32 0
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15($Global): TypeStruct 7(fvec4) 14(int) 6(float) 7(fvec4) 7(fvec4)
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16: TypePointer Uniform 15($Global)
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17: 16(ptr) Variable Uniform
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18: TypeInt 32 1
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19: 18(int) Constant 0
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20: TypePointer Uniform 7(fvec4)
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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Store 14(AmbientColor) 18
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FunctionEnd
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11(ShaderFunction(vf4;): 7(fvec4) Function None 9
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10(input): 8(ptr) FunctionParameter
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12: Label
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19: 7(fvec4) Load 10(input)
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20: 7(fvec4) Load 14(AmbientColor)
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21: 7(fvec4) FMul 19 20
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ReturnValue 21
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13: 7(fvec4) Load 10(input)
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21: 20(ptr) AccessChain 17 19
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22: 7(fvec4) Load 21
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23: 7(fvec4) FMul 13 22
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ReturnValue 23
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FunctionEnd
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