HLSL: Implement the register production.

This commit is contained in:
John Kessenich
2016-07-29 14:28:39 -06:00
parent 82d6baf86f
commit 96e9f47cbb
51 changed files with 1009 additions and 852 deletions

View File

@@ -10,7 +10,7 @@ Shader version: 450
0:33 textureGather (global 4-component vector of float)
0:33 Construct combined texture-sampler (temp sampler2D)
0:33 'g_tTex2df4' (uniform texture2D)
0:33 'g_sSamp' (uniform sampler)
0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -20,7 +20,7 @@ Shader version: 450
0:34 textureGather (global 4-component vector of int)
0:34 Construct combined texture-sampler (temp isampler2D)
0:34 'g_tTex2di4' (uniform itexture2D)
0:34 'g_sSamp' (uniform sampler)
0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
@@ -30,7 +30,7 @@ Shader version: 450
0:35 textureGather (global 4-component vector of uint)
0:35 Construct combined texture-sampler (temp usampler2D)
0:35 'g_tTex2du4' (uniform utexture2D)
0:35 'g_sSamp' (uniform sampler)
0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
@@ -40,7 +40,7 @@ Shader version: 450
0:39 textureGather (global 4-component vector of float)
0:39 Construct combined texture-sampler (temp samplerCube)
0:39 'g_tTexcdf4' (uniform textureCube)
0:39 'g_sSamp' (uniform sampler)
0:39 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -51,7 +51,7 @@ Shader version: 450
0:40 textureGather (global 4-component vector of int)
0:40 Construct combined texture-sampler (temp isamplerCube)
0:40 'g_tTexcdi4' (uniform itextureCube)
0:40 'g_sSamp' (uniform sampler)
0:40 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
@@ -62,7 +62,7 @@ Shader version: 450
0:41 textureGather (global 4-component vector of uint)
0:41 Construct combined texture-sampler (temp usamplerCube)
0:41 'g_tTexcdu4' (uniform utextureCube)
0:41 'g_sSamp' (uniform sampler)
0:41 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
@@ -80,10 +80,10 @@ Shader version: 450
0:45 Branch: Return with expression
0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:? Linker Objects
0:? 'g_sSamp' (uniform sampler)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (uniform texture1D)
0:? 'g_tTex1df4' (uniform texture1D)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex1du4' (uniform utexture1D)
0:? 'g_tTex2df4' (uniform texture2D)
@@ -111,7 +111,7 @@ Shader version: 450
0:33 textureGather (global 4-component vector of float)
0:33 Construct combined texture-sampler (temp sampler2D)
0:33 'g_tTex2df4' (uniform texture2D)
0:33 'g_sSamp' (uniform sampler)
0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -121,7 +121,7 @@ Shader version: 450
0:34 textureGather (global 4-component vector of int)
0:34 Construct combined texture-sampler (temp isampler2D)
0:34 'g_tTex2di4' (uniform itexture2D)
0:34 'g_sSamp' (uniform sampler)
0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
@@ -131,7 +131,7 @@ Shader version: 450
0:35 textureGather (global 4-component vector of uint)
0:35 Construct combined texture-sampler (temp usampler2D)
0:35 'g_tTex2du4' (uniform utexture2D)
0:35 'g_sSamp' (uniform sampler)
0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
@@ -141,7 +141,7 @@ Shader version: 450
0:39 textureGather (global 4-component vector of float)
0:39 Construct combined texture-sampler (temp samplerCube)
0:39 'g_tTexcdf4' (uniform textureCube)
0:39 'g_sSamp' (uniform sampler)
0:39 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
@@ -152,7 +152,7 @@ Shader version: 450
0:40 textureGather (global 4-component vector of int)
0:40 Construct combined texture-sampler (temp isamplerCube)
0:40 'g_tTexcdi4' (uniform itextureCube)
0:40 'g_sSamp' (uniform sampler)
0:40 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
@@ -163,7 +163,7 @@ Shader version: 450
0:41 textureGather (global 4-component vector of uint)
0:41 Construct combined texture-sampler (temp usamplerCube)
0:41 'g_tTexcdu4' (uniform utextureCube)
0:41 'g_sSamp' (uniform sampler)
0:41 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
@@ -181,10 +181,10 @@ Shader version: 450
0:45 Branch: Return with expression
0:45 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
0:? Linker Objects
0:? 'g_sSamp' (uniform sampler)
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_sSamp2d' (uniform sampler)
0:? 'g_tTex1df4a' (uniform texture1D)
0:? 'g_tTex1df4' (uniform texture1D)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1D)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? 'g_tTex1di4' (uniform itexture1D)
0:? 'g_tTex1du4' (uniform utexture1D)
0:? 'g_tTex2df4' (uniform texture2D)
@@ -234,6 +234,7 @@ Shader version: 450
Name 117 "g_tTex3du4"
Decorate 12(g_tTex2df4) DescriptorSet 0
Decorate 16(g_sSamp) DescriptorSet 0
Decorate 16(g_sSamp) Binding 0
Decorate 32(g_tTex2di4) DescriptorSet 0
Decorate 47(g_tTex2du4) DescriptorSet 0
Decorate 59(g_tTexcdf4) DescriptorSet 0
@@ -242,7 +243,9 @@ Shader version: 450
MemberDecorate 90(VS_OUTPUT) 0 BuiltIn FragCoord
Decorate 98(g_sSamp2d) DescriptorSet 0
Decorate 101(g_tTex1df4a) DescriptorSet 0
Decorate 101(g_tTex1df4a) Binding 1
Decorate 102(g_tTex1df4) DescriptorSet 0
Decorate 102(g_tTex1df4) Binding 0
Decorate 105(g_tTex1di4) DescriptorSet 0
Decorate 108(g_tTex1du4) DescriptorSet 0
Decorate 111(g_tTex3df4) DescriptorSet 0