HLSL: Create test results for the previous commits.
This commit is contained in:
@@ -2,7 +2,7 @@ hlsl.samplegrad.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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0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:52 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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@@ -207,8 +207,8 @@ gl_FragCoord origin is upper left
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0:? 1.200000
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0:? 1.300000
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0:47 move second child to first child (temp 4-component vector of float)
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0:47 Color: direct index for structure (temp 4-component vector of float)
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0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Constant:
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0:47 0 (const int)
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0:47 Constant:
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@@ -218,15 +218,15 @@ gl_FragCoord origin is upper left
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0:47 1.000000
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0:48 move second child to first child (temp float)
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0:48 Depth: direct index for structure (temp float FragDepth)
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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 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Constant:
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0:48 1 (const int)
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0:48 Constant:
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0:48 1.000000
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0:50 Sequence
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0:50 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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0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 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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0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 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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@@ -251,7 +251,7 @@ 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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0:52 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:52 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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@@ -456,8 +456,8 @@ gl_FragCoord origin is upper left
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0:? 1.200000
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0:? 1.300000
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0:47 move second child to first child (temp 4-component vector of float)
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0:47 Color: direct index for structure (temp 4-component vector of float)
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0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:47 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Constant:
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0:47 0 (const int)
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0:47 Constant:
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@@ -467,15 +467,15 @@ gl_FragCoord origin is upper left
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0:47 1.000000
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0:48 move second child to first child (temp float)
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0:48 Depth: direct index for structure (temp float FragDepth)
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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 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Constant:
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0:48 1 (const int)
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0:48 Constant:
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0:48 1.000000
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0:50 Sequence
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0:50 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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0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 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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0:50 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 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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@@ -550,6 +550,7 @@ gl_FragCoord origin is upper left
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Decorate 124(g_tTexcdf4) DescriptorSet 0
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Decorate 133(g_tTexcdi4) DescriptorSet 0
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Decorate 142(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 148(PS_OUTPUT) 0 Location 0
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MemberDecorate 148(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 162(g_tTex1df4a) DescriptorSet 0
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Decorate 162(g_tTex1df4a) Binding 1
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