HLSL: Implement the register production.
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@@ -11,7 +11,7 @@ gl_FragCoord origin is upper left
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0:42 textureOffset (global float)
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0:42 Construct combined texture-sampler (temp sampler1DArrayShadow)
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0:42 'g_tTex1df4a' (uniform texture1DArray)
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0:42 'g_sSamp' (uniform sampler)
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0:42 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:42 Construct vec3 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -26,7 +26,7 @@ gl_FragCoord origin is upper left
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0:43 textureOffset (global float)
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0:43 Construct combined texture-sampler (temp isampler1DArrayShadow)
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0:43 'g_tTex1di4a' (uniform itexture1DArray)
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0:43 'g_sSamp' (uniform sampler)
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0:43 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:43 Construct vec3 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -41,7 +41,7 @@ gl_FragCoord origin is upper left
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0:44 textureOffset (global float)
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0:44 Construct combined texture-sampler (temp usampler1DArrayShadow)
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0:44 'g_tTex1du4a' (uniform utexture1DArray)
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0:44 'g_sSamp' (uniform sampler)
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0:44 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:44 Construct vec3 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -56,7 +56,7 @@ gl_FragCoord origin is upper left
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0:47 textureOffset (global float)
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0:47 Construct combined texture-sampler (temp sampler2DArrayShadow)
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0:47 'g_tTex2df4a' (uniform texture2DArray)
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0:47 'g_sSamp' (uniform sampler)
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0:47 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:47 Construct vec4 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -73,7 +73,7 @@ gl_FragCoord origin is upper left
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0:48 textureOffset (global float)
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0:48 Construct combined texture-sampler (temp isampler2DArrayShadow)
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0:48 'g_tTex2di4a' (uniform itexture2DArray)
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0:48 'g_sSamp' (uniform sampler)
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0:48 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:48 Construct vec4 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -90,7 +90,7 @@ gl_FragCoord origin is upper left
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0:49 textureOffset (global float)
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0:49 Construct combined texture-sampler (temp usampler2DArrayShadow)
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0:49 'g_tTex2du4a' (uniform utexture2DArray)
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0:49 'g_sSamp' (uniform sampler)
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0:49 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:49 Construct vec4 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -121,8 +121,8 @@ gl_FragCoord origin is upper left
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0:66 Branch: Return with expression
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0:66 '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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@@ -160,7 +160,7 @@ gl_FragCoord origin is upper left
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0:42 textureOffset (global float)
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0:42 Construct combined texture-sampler (temp sampler1DArrayShadow)
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0:42 'g_tTex1df4a' (uniform texture1DArray)
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0:42 'g_sSamp' (uniform sampler)
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0:42 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:42 Construct vec3 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -175,7 +175,7 @@ gl_FragCoord origin is upper left
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0:43 textureOffset (global float)
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0:43 Construct combined texture-sampler (temp isampler1DArrayShadow)
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0:43 'g_tTex1di4a' (uniform itexture1DArray)
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0:43 'g_sSamp' (uniform sampler)
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0:43 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:43 Construct vec3 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -190,7 +190,7 @@ gl_FragCoord origin is upper left
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0:44 textureOffset (global float)
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0:44 Construct combined texture-sampler (temp usampler1DArrayShadow)
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0:44 'g_tTex1du4a' (uniform utexture1DArray)
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0:44 'g_sSamp' (uniform sampler)
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0:44 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:44 Construct vec3 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -205,7 +205,7 @@ gl_FragCoord origin is upper left
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0:47 textureOffset (global float)
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0:47 Construct combined texture-sampler (temp sampler2DArrayShadow)
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0:47 'g_tTex2df4a' (uniform texture2DArray)
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0:47 'g_sSamp' (uniform sampler)
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0:47 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:47 Construct vec4 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -222,7 +222,7 @@ gl_FragCoord origin is upper left
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0:48 textureOffset (global float)
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0:48 Construct combined texture-sampler (temp isampler2DArrayShadow)
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0:48 'g_tTex2di4a' (uniform itexture2DArray)
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0:48 'g_sSamp' (uniform sampler)
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0:48 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:48 Construct vec4 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -239,7 +239,7 @@ gl_FragCoord origin is upper left
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0:49 textureOffset (global float)
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0:49 Construct combined texture-sampler (temp usampler2DArrayShadow)
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0:49 'g_tTex2du4a' (uniform utexture2DArray)
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0:49 'g_sSamp' (uniform sampler)
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0:49 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:49 Construct vec4 (temp float)
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0:? Constant:
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0:? 0.100000
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@@ -270,8 +270,8 @@ gl_FragCoord origin is upper left
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0:66 Branch: Return with expression
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0:66 '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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@@ -340,6 +340,7 @@ gl_FragCoord origin is upper left
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Name 154 "g_tTexcdu4a"
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Decorate 11(g_tTex1df4a) DescriptorSet 0
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Decorate 15(g_sSamp) DescriptorSet 0
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Decorate 15(g_sSamp) Binding 0
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Decorate 33(g_tTex1di4a) DescriptorSet 0
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Decorate 46(g_tTex1du4a) DescriptorSet 0
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Decorate 58(g_tTex2df4a) DescriptorSet 0
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@@ -347,6 +348,7 @@ gl_FragCoord origin is upper left
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Decorate 88(g_tTex2du4a) DescriptorSet 0
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MemberDecorate 98(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 112(g_tTex1df4) DescriptorSet 0
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Decorate 112(g_tTex1df4) Binding 0
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Decorate 115(g_tTex1di4) DescriptorSet 0
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Decorate 118(g_tTex1du4) DescriptorSet 0
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Decorate 121(g_tTex2df4) DescriptorSet 0
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