HLSL: Implement the register production.
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@@ -1,4 +1,7 @@
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hlsl.struct.frag
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WARNING: 0:26: 'register' : ignoring shader_profile
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WARNING: 0:27: 'register' : ignoring shader_profile
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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@@ -14,8 +17,8 @@ gl_FragCoord origin is upper left
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0:37 's2' (global structure{temp 4-component vector of float i})
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0:37 Constant:
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0:37 0 (const int)
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0:37 ff4: direct index for structure (layout(offset=4 ) temp 4-component vector of float FragCoord)
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0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(offset=4 ) temp bool ff3, layout(offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:37 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:37 Constant:
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0:37 7 (const int)
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0:39 Branch: Return with expression
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@@ -23,7 +26,7 @@ gl_FragCoord origin is upper left
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0:? Linker Objects
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0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(offset=4 ) temp bool ff3, layout(offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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Linked fragment stage:
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@@ -44,8 +47,8 @@ gl_FragCoord origin is upper left
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0:37 's2' (global structure{temp 4-component vector of float i})
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0:37 Constant:
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0:37 0 (const int)
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0:37 ff4: direct index for structure (layout(offset=4 ) temp 4-component vector of float FragCoord)
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0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(offset=4 ) temp bool ff3, layout(offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:37 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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0:37 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:37 Constant:
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0:37 7 (const int)
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0:39 Branch: Return with expression
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@@ -53,7 +56,7 @@ gl_FragCoord origin is upper left
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0:? Linker Objects
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0:? 's1' (global structure{temp bool b, temp bool c, temp 4-component vector of float a, temp 4-component vector of float d})
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0:? 's2' (global structure{temp 4-component vector of float i})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(offset=4 ) temp bool ff3, layout(offset=4 ) temp 4-component vector of float FragCoord ff4})
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0:? 's4' (global structure{smooth in 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, temp bool Face ff1, layout(offset=4 ) temp bool ff2, layout(binding=0 offset=4 ) temp bool ff3, layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord ff4})
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// Module Version 10000
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// Generated by (magic number): 80001
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