HLSL: Create test results for the previous commits.
This commit is contained in:
@@ -2,7 +2,7 @@ hlsl.samplegrad.offsetarray.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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0:40 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:40 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:27 Sequence
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@@ -114,8 +114,8 @@ gl_FragCoord origin is upper left
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0:? 1 (const int)
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0:? 0 (const int)
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0:35 move second child to first child (temp 4-component vector of float)
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0:35 Color: direct index for structure (temp 4-component vector of float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Constant:
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0:35 0 (const int)
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0:35 Constant:
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@@ -125,15 +125,15 @@ gl_FragCoord origin is upper left
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0:35 1.000000
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0:36 move second child to first child (temp float)
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0:36 Depth: direct index for structure (temp float FragDepth)
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0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:36 Constant:
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0:36 1 (const int)
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0:36 Constant:
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0:36 1.000000
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0:38 Sequence
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0:38 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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0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 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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0:38 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 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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@@ -155,7 +155,7 @@ 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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0:40 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:40 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:27 Sequence
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@@ -267,8 +267,8 @@ gl_FragCoord origin is upper left
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0:? 1 (const int)
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0:? 0 (const int)
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0:35 move second child to first child (temp 4-component vector of float)
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0:35 Color: direct index for structure (temp 4-component vector of float)
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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Constant:
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0:35 0 (const int)
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0:35 Constant:
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@@ -278,15 +278,15 @@ gl_FragCoord origin is upper left
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0:35 1.000000
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0:36 move second child to first child (temp float)
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0:36 Depth: direct index for structure (temp float FragDepth)
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0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:36 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:36 Constant:
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0:36 1 (const int)
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0:36 Constant:
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0:36 1.000000
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0:38 Sequence
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0:38 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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0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 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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0:38 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 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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@@ -344,6 +344,7 @@ gl_FragCoord origin is upper left
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Decorate 55(g_tTex2df4) DescriptorSet 0
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Decorate 71(g_tTex2di4) DescriptorSet 0
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Decorate 80(g_tTex2du4) DescriptorSet 0
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MemberDecorate 86(PS_OUTPUT) 0 Location 0
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MemberDecorate 86(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 98(g_tTex1df4a) DescriptorSet 0
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Decorate 98(g_tTex1df4a) Binding 1
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