HLSL: Create test results for the previous commits.
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@@ -2,7 +2,7 @@ hlsl.load.offset.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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0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Function Parameters:
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0:? Sequence
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0:52 textureFetchOffset (global 4-component vector of float)
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@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
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0:64 3 (const int)
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0:64 'o3' (uniform 3-component vector of int)
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0:72 move second child to first child (temp 4-component vector of float)
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0:72 Color: direct index for structure (temp 4-component vector of float)
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0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:72 Constant:
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0:72 0 (const int)
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0:72 Constant:
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@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
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0:72 1.000000
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0:73 move second child to first child (temp float)
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0:73 Depth: direct index for structure (temp float FragDepth)
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0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:73 Constant:
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0:73 1 (const int)
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0:73 Constant:
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0:73 1.000000
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0:75 Sequence
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0:75 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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0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 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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0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 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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@@ -192,7 +192,7 @@ 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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0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Function Parameters:
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0:? Sequence
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0:52 textureFetchOffset (global 4-component vector of float)
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@@ -322,8 +322,8 @@ gl_FragCoord origin is upper left
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0:64 3 (const int)
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0:64 'o3' (uniform 3-component vector of int)
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0:72 move second child to first child (temp 4-component vector of float)
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0:72 Color: direct index for structure (temp 4-component vector of float)
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0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:72 Constant:
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0:72 0 (const int)
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0:72 Constant:
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@@ -333,15 +333,15 @@ gl_FragCoord origin is upper left
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0:72 1.000000
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0:73 move second child to first child (temp float)
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0:73 Depth: direct index for structure (temp float FragDepth)
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0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:73 Constant:
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0:73 1 (const int)
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0:73 Constant:
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0:73 1.000000
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0:75 Sequence
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0:75 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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0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 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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0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 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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@@ -433,6 +433,7 @@ gl_FragCoord origin is upper left
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Decorate 86(g_tTex3df4) DescriptorSet 0
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Decorate 100(g_tTex3di4) DescriptorSet 0
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Decorate 110(g_tTex3du4) DescriptorSet 0
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MemberDecorate 118(PS_OUTPUT) 0 Location 0
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MemberDecorate 118(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 135(g_sSamp) DescriptorSet 0
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Decorate 135(g_sSamp) Binding 0
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