WIP: HLSL: propagate readonly qualifier for buffer types
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@@ -342,7 +342,7 @@ gl_FragCoord origin is upper left
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0:51 'r50' ( temp float)
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0:51 Construct float ( temp float)
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0:? imageLoad ( temp 4-component vector of float)
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0:51 'g_tTexbfs' (layout( r32f) uniform imageBuffer)
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0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:51 Convert uint to int ( temp int)
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0:51 upos: direct index for structure (layout( offset=48) uniform uint)
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0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
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@@ -353,7 +353,7 @@ gl_FragCoord origin is upper left
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0:52 'r51' ( temp float)
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0:52 Construct float ( temp float)
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0:? imageLoad ( temp 4-component vector of float)
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0:52 'g_tTexbfs' (layout( r32f) uniform imageBuffer)
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0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:52 Convert float to int ( temp int)
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0:52 fpos: direct index for structure (layout( offset=52) uniform float)
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0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
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@@ -436,7 +436,7 @@ gl_FragCoord origin is upper left
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0:20 Constant:
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0:20 0 (const int)
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0:? Linker Objects
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0:? 'g_tTexbfs' (layout( r32f) uniform imageBuffer)
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0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:? 'g_tTex1df4' ( uniform texture1D)
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0:? 'color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
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@@ -788,7 +788,7 @@ gl_FragCoord origin is upper left
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0:51 'r50' ( temp float)
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0:51 Construct float ( temp float)
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0:? imageLoad ( temp 4-component vector of float)
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0:51 'g_tTexbfs' (layout( r32f) uniform imageBuffer)
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0:51 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:51 Convert uint to int ( temp int)
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0:51 upos: direct index for structure (layout( offset=48) uniform uint)
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0:51 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
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@@ -799,7 +799,7 @@ gl_FragCoord origin is upper left
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0:52 'r51' ( temp float)
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0:52 Construct float ( temp float)
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0:? imageLoad ( temp 4-component vector of float)
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0:52 'g_tTexbfs' (layout( r32f) uniform imageBuffer)
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0:52 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:52 Convert float to int ( temp int)
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0:52 fpos: direct index for structure (layout( offset=52) uniform float)
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0:52 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
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@@ -882,7 +882,7 @@ gl_FragCoord origin is upper left
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0:20 Constant:
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0:20 0 (const int)
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0:? Linker Objects
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0:? 'g_tTexbfs' (layout( r32f) uniform imageBuffer)
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0:? 'g_tTexbfs' (layout( r32f) readonly uniform imageBuffer)
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0:? 'g_tTex1df4' ( uniform texture1D)
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0:? 'color' (layout( location=0) out 4-component vector of float)
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0:? 'anon@0' (layout( row_major std140) uniform block{layout( offset=0) uniform int i, layout( offset=4) uniform uint u, layout( offset=8) uniform float f, layout( offset=12) uniform bool b, layout( offset=16) uniform 2-component vector of int i2, layout( offset=24) uniform 2-component vector of uint u2, layout( offset=32) uniform 2-component vector of float f2, layout( offset=40) uniform 2-component vector of bool b2, layout( offset=48) uniform uint upos, layout( offset=52) uniform float fpos})
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@@ -964,6 +964,7 @@ gl_FragCoord origin is upper left
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Decorate 19($Global) Block
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Decorate 21 DescriptorSet 0
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Decorate 258(g_tTexbfs) DescriptorSet 0
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Decorate 258(g_tTexbfs) NonWritable
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Decorate 277(g_tTex1df4) DescriptorSet 0
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Decorate 319(color) Location 0
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2: TypeVoid
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