HLSL: Create test results for the previous commits.
This commit is contained in:
@@ -2,7 +2,7 @@ hlsl.gather.basic.dx10.frag
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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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0:49 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:49 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:29 Function Parameters:
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0:? Sequence
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0:34 Sequence
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@@ -69,8 +69,8 @@ gl_FragCoord origin is upper left
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0:? 0.800000
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0:? 0.900000
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0:44 move second child to first child (temp 4-component vector of float)
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0:44 Color: direct index for structure (temp 4-component vector of float)
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0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:44 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:44 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:44 Constant:
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0:44 0 (const int)
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0:44 Constant:
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@@ -80,15 +80,15 @@ gl_FragCoord origin is upper left
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0:44 1.000000
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0:45 move second child to first child (temp float)
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0:45 Depth: direct index for structure (temp float FragDepth)
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0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:45 Constant:
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0:45 1 (const int)
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0:45 Constant:
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0:45 1.000000
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0:47 Sequence
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0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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@@ -114,7 +114,7 @@ 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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0:49 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:49 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:29 Function Parameters:
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0:? Sequence
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0:34 Sequence
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@@ -181,8 +181,8 @@ gl_FragCoord origin is upper left
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0:? 0.800000
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0:? 0.900000
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0:44 move second child to first child (temp 4-component vector of float)
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0:44 Color: direct index for structure (temp 4-component vector of float)
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0:44 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:44 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:44 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:44 Constant:
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0:44 0 (const int)
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0:44 Constant:
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@@ -192,15 +192,15 @@ gl_FragCoord origin is upper left
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0:44 1.000000
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0:45 move second child to first child (temp float)
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0:45 Depth: direct index for structure (temp float FragDepth)
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0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:45 Constant:
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0:45 1 (const int)
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0:45 Constant:
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0:45 1.000000
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0:47 Sequence
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0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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@@ -264,6 +264,7 @@ gl_FragCoord origin is upper left
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Decorate 59(g_tTexcdf4) DescriptorSet 0
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Decorate 70(g_tTexcdi4) DescriptorSet 0
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Decorate 80(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 90(PS_OUTPUT) 0 Location 0
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MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 103(g_sSamp2d) DescriptorSet 0
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Decorate 106(g_tTex1df4a) DescriptorSet 0
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