HLSL: Add back in the [subcomponent] part of a 'register' decl.
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@@ -1,32 +1,35 @@
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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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WARNING: 0:30: '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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0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:31 Function Parameters:
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0:31 'input' (in 4-component vector of float)
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0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:? Sequence
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0:36 Compare Equal (temp bool)
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:37 move second child to first child (temp 4-component vector of float)
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0:37 i: direct index for structure (temp 4-component vector of float)
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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(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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0:39 'input' (in 4-component vector of float)
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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0:40 '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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0:40 Constant:
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0:40 7 (const int)
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0:42 Branch: Return with expression
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0:42 'input' (in 4-component vector of float)
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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(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:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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Linked fragment stage:
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@@ -35,32 +38,34 @@ Linked fragment stage:
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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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0:40 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:31 Function Parameters:
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0:31 'input' (in 4-component vector of float)
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0:43 Function Definition: PixelShaderFunction(vf4; (global 4-component vector of float)
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0:34 Function Parameters:
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0:34 'input' (in 4-component vector of float)
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0:? Sequence
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0:36 Compare Equal (temp bool)
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:36 's3' (temp structure{temp 3-component vector of bool b3})
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0:37 move second child to first child (temp 4-component vector of float)
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0:37 i: direct index for structure (temp 4-component vector of float)
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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(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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0:39 'input' (in 4-component vector of float)
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0:39 Compare Equal (temp bool)
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:39 's3' (temp structure{temp 3-component vector of bool b3})
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0:40 move second child to first child (temp 4-component vector of float)
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0:40 i: direct index for structure (temp 4-component vector of float)
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0:40 's2' (global structure{temp 4-component vector of float i})
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0:40 Constant:
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0:40 0 (const int)
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0:40 ff4: direct index for structure (layout(binding=0 offset=4 ) temp 4-component vector of float FragCoord)
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0:40 '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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0:40 Constant:
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0:40 7 (const int)
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0:42 Branch: Return with expression
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0:42 'input' (in 4-component vector of float)
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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(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:? 'ff5' (layout(binding=5 offset=20 ) global 3-component vector of float)
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0:? 'ff6' (layout(binding=8 offset=36 ) global 3-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 40
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// Id's are bound by 44
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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@@ -92,8 +97,14 @@ gl_FragCoord origin is upper left
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MemberName 37(myS) 2 "a"
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MemberName 37(myS) 3 "d"
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Name 39 "s1"
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Name 42 "ff5"
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Name 43 "ff6"
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MemberDecorate 25 4 BuiltIn FrontFacing
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MemberDecorate 25 7 BuiltIn FragCoord
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Decorate 42(ff5) Offset 20
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Decorate 42(ff5) Binding 5
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Decorate 43(ff6) Offset 36
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Decorate 43(ff6) Binding 8
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2: TypeVoid
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3: TypeFunction 2
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6: TypeBool
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@@ -118,6 +129,10 @@ gl_FragCoord origin is upper left
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37(myS): TypeStruct 6(bool) 6(bool) 18(fvec4) 18(fvec4)
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38: TypePointer Private 37(myS)
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39(s1): 38(ptr) Variable Private
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40: TypeVector 17(float) 3
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41: TypePointer Private 40(fvec3)
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42(ff5): 41(ptr) Variable Private
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43(ff6): 41(ptr) Variable Private
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4(PixelShaderFunction): 2 Function None 3
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5: Label
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10(s3): 9(ptr) Variable Function
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