HLSL: Implement the register production.
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@@ -91,7 +91,7 @@ gl_FragCoord origin is upper left
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0:54 Branch: Return with expression
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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? Linker Objects
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0:? 'g_sSamp' (uniform sampler)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
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0:? 'g_tTex2dmsu4' (uniform utexture2DMS)
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@@ -203,7 +203,7 @@ gl_FragCoord origin is upper left
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0:54 Branch: Return with expression
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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? Linker Objects
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0:? 'g_sSamp' (uniform sampler)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsi4' (uniform itexture2DMS)
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0:? 'g_tTex2dmsu4' (uniform utexture2DMS)
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@@ -259,6 +259,7 @@ gl_FragCoord origin is upper left
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Decorate 64(g_tTex2dmsu4a) DescriptorSet 0
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MemberDecorate 80(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 95(g_sSamp) DescriptorSet 0
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Decorate 95(g_sSamp) Binding 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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