HLSL: Create test results for the previous commits.
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@@ -2,7 +2,7 @@ hlsl.samplecmplevelzero.basic.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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0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 Function Parameters:
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0:? Sequence
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0:42 Sequence
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@@ -141,8 +141,8 @@ gl_FragCoord origin is upper left
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0:55 Constant:
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0:55 0.000000
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0:57 move second child to first child (temp 4-component vector of float)
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0:57 Color: direct index for structure (temp 4-component vector of float)
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0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Constant:
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0:57 0 (const int)
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0:57 Constant:
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@@ -152,15 +152,15 @@ gl_FragCoord origin is upper left
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0:57 1.000000
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0:58 move second child to first child (temp float)
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0:58 Depth: direct index for structure (temp float FragDepth)
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0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:58 Constant:
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0:58 1 (const int)
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0:58 Constant:
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0:58 1.000000
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0:60 Sequence
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0:60 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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0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:60 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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0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:60 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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@@ -193,7 +193,7 @@ 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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0:62 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:62 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 Function Parameters:
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0:? Sequence
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0:42 Sequence
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@@ -332,8 +332,8 @@ gl_FragCoord origin is upper left
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0:55 Constant:
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0:55 0.000000
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0:57 move second child to first child (temp 4-component vector of float)
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0:57 Color: direct index for structure (temp 4-component vector of float)
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0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Constant:
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0:57 0 (const int)
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0:57 Constant:
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@@ -343,15 +343,15 @@ gl_FragCoord origin is upper left
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0:57 1.000000
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0:58 move second child to first child (temp float)
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0:58 Depth: direct index for structure (temp float FragDepth)
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0:58 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:58 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:58 Constant:
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0:58 1 (const int)
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0:58 Constant:
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0:58 1.000000
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0:60 Sequence
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0:60 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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0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:60 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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0:60 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:60 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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@@ -437,6 +437,7 @@ gl_FragCoord origin is upper left
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Decorate 91(g_tTexcdf4) DescriptorSet 0
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Decorate 106(g_tTexcdi4) DescriptorSet 0
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Decorate 118(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 128(PS_OUTPUT) 0 Location 0
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MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 144(g_tTex3df4) DescriptorSet 0
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Decorate 147(g_tTex3di4) DescriptorSet 0
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