HLSL: Create test results for the previous commits.
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@@ -8,7 +8,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:34 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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@@ -18,19 +18,19 @@ gl_FragCoord origin is upper left
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Sequence
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0:42 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:42 'input' (in 4-component vector of float)
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0:42 'input' (layout(location=0 ) in 4-component vector of float)
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0:42 Branch: Return
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0:? Linker Objects
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0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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@@ -43,7 +43,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:34 'input' (layout(location=0 ) in 4-component vector of float)
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0:? Sequence
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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@@ -53,19 +53,19 @@ gl_FragCoord origin is upper left
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float)
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0:40 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 7 (const int)
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0:42 Sequence
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0:42 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:42 'input' (in 4-component vector of float)
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0:42 'input' (layout(location=0 ) in 4-component vector of float)
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0:42 Branch: Return
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0:? Linker Objects
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0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float ff4})
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0:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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@@ -106,7 +106,7 @@ gl_FragCoord origin is upper left
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Name 44 "ff5"
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Name 45 "ff6"
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MemberDecorate 25 4 BuiltIn FrontFacing
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MemberDecorate 25 7 BuiltIn FragCoord
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Decorate 36(input) Location 0
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Decorate 44(ff5) Offset 20
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Decorate 44(ff5) Binding 5
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Decorate 45(ff6) Offset 36
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