HLSL: Implement the register production.
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@@ -115,8 +115,8 @@ gl_FragCoord origin is upper left
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0:68 Branch: Return with expression
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0:68 '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_tTex1df4' (uniform texture1D)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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0:? 'g_tTex1du4' (uniform utexture1D)
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0:? 'g_tTex2df4' (uniform texture2D)
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@@ -266,8 +266,8 @@ gl_FragCoord origin is upper left
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0:68 Branch: Return with expression
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0:68 '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_tTex1df4' (uniform texture1D)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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0:? 'g_tTex1du4' (uniform utexture1D)
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0:? 'g_tTex2df4' (uniform texture2D)
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@@ -353,7 +353,9 @@ gl_FragCoord origin is upper left
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Decorate 76(g_tTex2du4a) DescriptorSet 0
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MemberDecorate 84(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 99(g_sSamp) DescriptorSet 0
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Decorate 99(g_sSamp) Binding 0
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Decorate 102(g_tTex1df4) DescriptorSet 0
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Decorate 102(g_tTex1df4) Binding 0
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Decorate 105(g_tTex1di4) DescriptorSet 0
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Decorate 108(g_tTex1du4) DescriptorSet 0
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Decorate 111(g_tTex2df4) DescriptorSet 0
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