HLSL: Implement the register production.
This commit is contained in:
@@ -10,8 +10,8 @@ gl_FragCoord origin is upper left
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0:31 'txval10' (temp 4-component vector of float)
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0:31 textureLodOffset (global 4-component vector of float)
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0:31 Construct combined texture-sampler (temp sampler1D)
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0:31 'g_tTex1df4' (uniform texture1D)
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0:31 'g_sSamp' (uniform sampler)
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0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:31 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:31 Constant:
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0:31 0.100000
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0:31 Constant:
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@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left
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0:32 textureLodOffset (global 4-component vector of int)
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0:32 Construct combined texture-sampler (temp isampler1D)
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0:32 'g_tTex1di4' (uniform itexture1D)
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0:32 'g_sSamp' (uniform sampler)
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0:32 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:32 Constant:
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0:32 0.200000
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0:32 Constant:
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@@ -37,7 +37,7 @@ gl_FragCoord origin is upper left
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0:33 textureLodOffset (global 4-component vector of uint)
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0:33 Construct combined texture-sampler (temp usampler1D)
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0:33 'g_tTex1du4' (uniform utexture1D)
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0:33 'g_sSamp' (uniform sampler)
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0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:33 Constant:
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0:33 0.300000
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0:33 Constant:
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@@ -50,7 +50,7 @@ gl_FragCoord origin is upper left
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0:35 textureLodOffset (global 4-component vector of float)
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0:35 Construct combined texture-sampler (temp sampler2D)
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0:35 'g_tTex2df4' (uniform texture2D)
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0:35 'g_sSamp' (uniform sampler)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@@ -65,7 +65,7 @@ gl_FragCoord origin is upper left
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0:36 textureLodOffset (global 4-component vector of int)
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0:36 Construct combined texture-sampler (temp isampler2D)
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0:36 'g_tTex2di4' (uniform itexture2D)
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0:36 'g_sSamp' (uniform sampler)
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0:36 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@@ -80,7 +80,7 @@ gl_FragCoord origin is upper left
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0:37 textureLodOffset (global 4-component vector of uint)
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0:37 Construct combined texture-sampler (temp usampler2D)
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0:37 'g_tTex2du4' (uniform utexture2D)
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0:37 'g_sSamp' (uniform sampler)
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0:37 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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@@ -95,7 +95,7 @@ gl_FragCoord origin is upper left
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0:39 textureLodOffset (global 4-component vector of float)
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0:39 Construct combined texture-sampler (temp sampler3D)
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0:39 'g_tTex3df4' (uniform texture3D)
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0:39 'g_sSamp' (uniform sampler)
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0:39 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@@ -112,7 +112,7 @@ gl_FragCoord origin is upper left
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0:40 textureLodOffset (global 4-component vector of int)
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0:40 Construct combined texture-sampler (temp isampler3D)
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0:40 'g_tTex3di4' (uniform itexture3D)
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0:40 'g_sSamp' (uniform sampler)
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0:40 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.400000
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0:? 0.500000
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@@ -129,7 +129,7 @@ gl_FragCoord origin is upper left
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0:41 textureLodOffset (global 4-component vector of uint)
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0:41 Construct combined texture-sampler (temp usampler3D)
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0:41 'g_tTex3du4' (uniform utexture3D)
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0:41 'g_sSamp' (uniform sampler)
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0:41 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.700000
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0:? 0.800000
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@@ -160,9 +160,9 @@ gl_FragCoord origin is upper left
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0:48 Branch: Return with expression
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0:48 '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_tTex1df4a' (uniform texture1D)
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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_tTex1df4a' (layout(binding=1 ) uniform texture1D)
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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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@@ -190,8 +190,8 @@ gl_FragCoord origin is upper left
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0:31 'txval10' (temp 4-component vector of float)
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0:31 textureLodOffset (global 4-component vector of float)
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0:31 Construct combined texture-sampler (temp sampler1D)
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0:31 'g_tTex1df4' (uniform texture1D)
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0:31 'g_sSamp' (uniform sampler)
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0:31 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:31 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:31 Constant:
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0:31 0.100000
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0:31 Constant:
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@@ -204,7 +204,7 @@ gl_FragCoord origin is upper left
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0:32 textureLodOffset (global 4-component vector of int)
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0:32 Construct combined texture-sampler (temp isampler1D)
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0:32 'g_tTex1di4' (uniform itexture1D)
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0:32 'g_sSamp' (uniform sampler)
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0:32 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:32 Constant:
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0:32 0.200000
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0:32 Constant:
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@@ -217,7 +217,7 @@ gl_FragCoord origin is upper left
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0:33 textureLodOffset (global 4-component vector of uint)
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0:33 Construct combined texture-sampler (temp usampler1D)
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0:33 'g_tTex1du4' (uniform utexture1D)
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0:33 'g_sSamp' (uniform sampler)
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0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:33 Constant:
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0:33 0.300000
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0:33 Constant:
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@@ -230,7 +230,7 @@ gl_FragCoord origin is upper left
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0:35 textureLodOffset (global 4-component vector of float)
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0:35 Construct combined texture-sampler (temp sampler2D)
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0:35 'g_tTex2df4' (uniform texture2D)
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0:35 'g_sSamp' (uniform sampler)
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0:35 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@@ -245,7 +245,7 @@ gl_FragCoord origin is upper left
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0:36 textureLodOffset (global 4-component vector of int)
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0:36 Construct combined texture-sampler (temp isampler2D)
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0:36 'g_tTex2di4' (uniform itexture2D)
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0:36 'g_sSamp' (uniform sampler)
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0:36 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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@@ -260,7 +260,7 @@ gl_FragCoord origin is upper left
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0:37 textureLodOffset (global 4-component vector of uint)
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0:37 Construct combined texture-sampler (temp usampler2D)
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0:37 'g_tTex2du4' (uniform utexture2D)
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0:37 'g_sSamp' (uniform sampler)
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0:37 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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@@ -275,7 +275,7 @@ gl_FragCoord origin is upper left
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0:39 textureLodOffset (global 4-component vector of float)
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0:39 Construct combined texture-sampler (temp sampler3D)
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0:39 'g_tTex3df4' (uniform texture3D)
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0:39 'g_sSamp' (uniform sampler)
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0:39 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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@@ -292,7 +292,7 @@ gl_FragCoord origin is upper left
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0:40 textureLodOffset (global 4-component vector of int)
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0:40 Construct combined texture-sampler (temp isampler3D)
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0:40 'g_tTex3di4' (uniform itexture3D)
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0:40 'g_sSamp' (uniform sampler)
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0:40 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.400000
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0:? 0.500000
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@@ -309,7 +309,7 @@ gl_FragCoord origin is upper left
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0:41 textureLodOffset (global 4-component vector of uint)
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0:41 Construct combined texture-sampler (temp usampler3D)
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0:41 'g_tTex3du4' (uniform utexture3D)
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0:41 'g_sSamp' (uniform sampler)
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0:41 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? Constant:
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0:? 0.700000
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0:? 0.800000
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@@ -340,9 +340,9 @@ gl_FragCoord origin is upper left
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0:48 Branch: Return with expression
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0:48 '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_tTex1df4a' (uniform texture1D)
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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_tTex1df4a' (layout(binding=1 ) uniform texture1D)
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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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@@ -395,7 +395,9 @@ gl_FragCoord origin is upper left
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Name 144 "g_tTexcdi4"
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Name 147 "g_tTexcdu4"
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Decorate 12(g_tTex1df4) DescriptorSet 0
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Decorate 12(g_tTex1df4) Binding 0
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Decorate 16(g_sSamp) DescriptorSet 0
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Decorate 16(g_sSamp) Binding 0
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Decorate 30(g_tTex1di4) DescriptorSet 0
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Decorate 43(g_tTex1du4) DescriptorSet 0
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Decorate 53(g_tTex2df4) DescriptorSet 0
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@@ -406,6 +408,7 @@ gl_FragCoord origin is upper left
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Decorate 117(g_tTex3du4) DescriptorSet 0
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MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 138(g_tTex1df4a) DescriptorSet 0
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Decorate 138(g_tTex1df4a) Binding 1
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Decorate 141(g_tTexcdf4) DescriptorSet 0
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Decorate 144(g_tTexcdi4) DescriptorSet 0
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Decorate 147(g_tTexcdu4) DescriptorSet 0
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