HLSL: Create test results for the previous commits.
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@@ -2,7 +2,7 @@ hlsl.load.buffer.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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0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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@@ -24,8 +24,8 @@ gl_FragCoord origin is upper left
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0:30 'g_tTexbu4' (uniform usamplerBuffer)
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0:30 'c1' (uniform int)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:34 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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@@ -35,15 +35,15 @@ gl_FragCoord origin is upper left
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float FragDepth)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Sequence
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0:37 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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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:37 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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0:37 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:37 Branch: Return
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer)
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@@ -66,7 +66,7 @@ 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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0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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@@ -88,8 +88,8 @@ gl_FragCoord origin is upper left
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0:30 'g_tTexbu4' (uniform usamplerBuffer)
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0:30 'c1' (uniform int)
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0:34 move second child to first child (temp 4-component vector of float)
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0:34 Color: direct index for structure (temp 4-component vector of float)
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0:34 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:34 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:34 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:34 Constant:
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0:34 0 (const int)
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0:34 Constant:
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@@ -99,15 +99,15 @@ gl_FragCoord origin is upper left
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0:34 1.000000
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0:35 move second child to first child (temp float)
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0:35 Depth: direct index for structure (temp float FragDepth)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Constant:
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0:35 1 (const int)
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0:35 Constant:
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0:35 1.000000
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0:37 Sequence
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0:37 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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0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:37 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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0:37 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:37 Branch: Return
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0:? Linker Objects
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0:? 'g_tTexbf4_test' (layout(binding=0 ) uniform samplerBuffer)
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@@ -157,6 +157,7 @@ gl_FragCoord origin is upper left
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Decorate 13(g_tTexbf4) DescriptorSet 0
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Decorate 27(g_tTexbi4) DescriptorSet 0
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Decorate 39(g_tTexbu4) DescriptorSet 0
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MemberDecorate 44(PS_OUTPUT) 0 Location 0
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MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 58(g_tTexbf4_test) DescriptorSet 0
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Decorate 58(g_tTexbf4_test) Binding 0
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