HLSL: Create test results for the previous commits.
This commit is contained in:
@@ -2,7 +2,7 @@ hlsl.sample.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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0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:31 Sequence
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@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
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0:? 0 (const int)
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0:? -1 (const int)
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0:45 move second child to first child (temp 4-component vector of float)
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0:45 Color: direct index for structure (temp 4-component vector of float)
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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 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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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 0 (const int)
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0:45 Constant:
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@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
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0:45 1.000000
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0:46 move second child to first child (temp float)
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0:46 Depth: direct index for structure (temp float FragDepth)
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0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:46 Constant:
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0:46 1 (const int)
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0:46 Constant:
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0:46 1.000000
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0:48 Sequence
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0:48 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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0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 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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0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 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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@@ -167,7 +167,7 @@ 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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0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:31 Sequence
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@@ -288,8 +288,8 @@ gl_FragCoord origin is upper left
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0:? 0 (const int)
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0:? -1 (const int)
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0:45 move second child to first child (temp 4-component vector of float)
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0:45 Color: direct index for structure (temp 4-component vector of float)
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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 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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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 0 (const int)
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0:45 Constant:
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@@ -299,15 +299,15 @@ gl_FragCoord origin is upper left
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0:45 1.000000
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0:46 move second child to first child (temp float)
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0:46 Depth: direct index for structure (temp float FragDepth)
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0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:46 Constant:
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0:46 1 (const int)
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0:46 Constant:
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0:46 1.000000
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0:48 Sequence
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0:48 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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0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 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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0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 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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@@ -376,6 +376,7 @@ gl_FragCoord origin is upper left
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Decorate 92(g_tTex3df4) DescriptorSet 0
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Decorate 105(g_tTex3di4) DescriptorSet 0
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Decorate 116(g_tTex3du4) DescriptorSet 0
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MemberDecorate 127(PS_OUTPUT) 0 Location 0
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MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 139(g_tTex1df4a) DescriptorSet 0
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Decorate 139(g_tTex1df4a) Binding 1
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