HLSL: Create test results for the previous commits.

This commit is contained in:
John Kessenich
2016-08-29 16:34:12 -06:00
parent 335fc28e76
commit 510d83b384
92 changed files with 1471 additions and 1370 deletions

View File

@@ -2,7 +2,7 @@ hlsl.load.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:70 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
@@ -96,8 +96,8 @@ gl_FragCoord origin is upper left
0:59 3 (const int)
0:59 'o2' (uniform 2-component vector of int)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
@@ -107,15 +107,15 @@ gl_FragCoord origin is upper left
0:65 1.000000
0:66 move second child to first child (temp float)
0:66 Depth: direct index for structure (temp float FragDepth)
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 Constant:
0:66 1 (const int)
0:66 Constant:
0:66 1.000000
0:68 Sequence
0:68 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -156,7 +156,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:70 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:70 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
@@ -250,8 +250,8 @@ gl_FragCoord origin is upper left
0:59 3 (const int)
0:59 'o2' (uniform 2-component vector of int)
0:65 move second child to first child (temp 4-component vector of float)
0:65 Color: direct index for structure (temp 4-component vector of float)
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:65 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
@@ -261,15 +261,15 @@ gl_FragCoord origin is upper left
0:65 1.000000
0:66 move second child to first child (temp float)
0:66 Depth: direct index for structure (temp float FragDepth)
0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:66 Constant:
0:66 1 (const int)
0:66 Constant:
0:66 1.000000
0:68 Sequence
0:68 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:68 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -357,6 +357,7 @@ gl_FragCoord origin is upper left
Decorate 51(g_tTex2df4a) DescriptorSet 0
Decorate 66(g_tTex2di4a) DescriptorSet 0
Decorate 76(g_tTex2du4a) DescriptorSet 0
MemberDecorate 84(PS_OUTPUT) 0 Location 0
MemberDecorate 84(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 101(g_sSamp) DescriptorSet 0
Decorate 101(g_sSamp) Binding 0