HLSL: Create test results for the previous commits.
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@@ -1,7 +1,7 @@
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hlsl.gather.basic.dx10.vert
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Shader version: 450
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0:? Sequence
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0:47 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
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0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
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0:28 Function Parameters:
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0:? Sequence
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0:33 Sequence
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@@ -68,8 +68,8 @@ Shader version: 450
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0:? 0.800000
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0:? 0.900000
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0:43 move second child to first child (temp 4-component vector of float)
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0:43 Pos: direct index for structure (temp 4-component vector of float FragCoord)
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0:43 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:43 Pos: direct index for structure (temp 4-component vector of float Position)
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0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:43 Constant:
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0:43 0 (const int)
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0:? Constant:
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@@ -78,9 +78,9 @@ Shader version: 450
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0:? 0.000000
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0:? 0.000000
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0:45 Sequence
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0:45 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
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0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:45 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
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0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:45 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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@@ -105,7 +105,7 @@ Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:47 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
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0:47 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
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0:28 Function Parameters:
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0:? Sequence
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0:33 Sequence
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@@ -172,8 +172,8 @@ Shader version: 450
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0:? 0.800000
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0:? 0.900000
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0:43 move second child to first child (temp 4-component vector of float)
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0:43 Pos: direct index for structure (temp 4-component vector of float FragCoord)
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0:43 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:43 Pos: direct index for structure (temp 4-component vector of float Position)
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0:43 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:43 Constant:
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0:43 0 (const int)
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0:? Constant:
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@@ -182,9 +182,9 @@ Shader version: 450
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0:? 0.000000
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0:? 0.000000
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0:45 Sequence
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0:45 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
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0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:45 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
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0:45 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:45 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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@@ -246,7 +246,7 @@ Shader version: 450
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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(VS_OUTPUT) 0 BuiltIn FragCoord
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MemberDecorate 90(VS_OUTPUT) 0 BuiltIn Position
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Decorate 100(g_sSamp2d) DescriptorSet 0
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Decorate 103(g_tTex1df4a) DescriptorSet 0
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Decorate 103(g_tTex1df4a) Binding 1
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