HLSL: Create test results for the previous commits.
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@@ -2,7 +2,7 @@ hlsl.samplelevel.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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0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:53 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:29 Function Parameters:
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0:? Sequence
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0:32 Sequence
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@@ -153,8 +153,8 @@ gl_FragCoord origin is upper left
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0:46 Constant:
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0:46 0.750000
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0:48 move second child to first child (temp 4-component vector of float)
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0:48 Color: direct index for structure (temp 4-component vector of float)
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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 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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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 0 (const int)
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0:48 Constant:
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@@ -164,15 +164,15 @@ gl_FragCoord origin is upper left
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0:48 1.000000
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0:49 move second child to first child (temp float)
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0:49 Depth: direct index for structure (temp float FragDepth)
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0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:49 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:49 Constant:
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0:49 1 (const int)
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0:49 Constant:
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0:49 1.000000
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0:51 Sequence
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0:51 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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0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 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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0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 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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@@ -198,7 +198,7 @@ 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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0:53 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:53 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:29 Function Parameters:
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0:? Sequence
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0:32 Sequence
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@@ -349,8 +349,8 @@ gl_FragCoord origin is upper left
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0:46 Constant:
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0:46 0.750000
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0:48 move second child to first child (temp 4-component vector of float)
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0:48 Color: direct index for structure (temp 4-component vector of float)
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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 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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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 0 (const int)
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0:48 Constant:
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@@ -360,15 +360,15 @@ gl_FragCoord origin is upper left
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0:48 1.000000
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0:49 move second child to first child (temp float)
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0:49 Depth: direct index for structure (temp float FragDepth)
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0:49 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:49 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:49 Constant:
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0:49 1 (const int)
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0:49 Constant:
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0:49 1.000000
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0:51 Sequence
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0:51 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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0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 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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0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 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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@@ -445,6 +445,7 @@ gl_FragCoord origin is upper left
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Decorate 120(g_tTexcdf4) DescriptorSet 0
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Decorate 129(g_tTexcdi4) DescriptorSet 0
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Decorate 138(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 144(PS_OUTPUT) 0 Location 0
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MemberDecorate 144(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 158(g_sSamp2d) DescriptorSet 0
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Decorate 159(g_tTex1df4a) DescriptorSet 0
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