HLSL: add Buffer support for Load method
This commit is contained in:
204
Test/baseResults/hlsl.load.buffer.dx10.frag.out
Normal file
204
Test/baseResults/hlsl.load.buffer.dx10.frag.out
Normal file
@@ -0,0 +1,204 @@
|
||||
hlsl.load.buffer.dx10.frag
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:24 Function Parameters:
|
||||
0:? Sequence
|
||||
0:28 Sequence
|
||||
0:28 move second child to first child (temp 4-component vector of float)
|
||||
0:28 'r00' (temp 4-component vector of float)
|
||||
0:28 textureFetch (global 4-component vector of float)
|
||||
0:28 'g_tTexbf4' (uniform samplerBuffer)
|
||||
0:28 'c1' (uniform int)
|
||||
0:29 Sequence
|
||||
0:29 move second child to first child (temp 4-component vector of int)
|
||||
0:29 'r01' (temp 4-component vector of int)
|
||||
0:29 textureFetch (global 4-component vector of int)
|
||||
0:29 'g_tTexbi4' (uniform isamplerBuffer)
|
||||
0:29 'c1' (uniform int)
|
||||
0:30 Sequence
|
||||
0:30 move second child to first child (temp 4-component vector of uint)
|
||||
0:30 'r02' (temp 4-component vector of uint)
|
||||
0:30 textureFetch (global 4-component vector of uint)
|
||||
0:30 'g_tTexbu4' (uniform usamplerBuffer)
|
||||
0:30 'c1' (uniform int)
|
||||
0:35 move second child to first child (temp float)
|
||||
0:35 Depth: direct index for structure (temp float FragDepth)
|
||||
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:35 Constant:
|
||||
0:35 1 (const int)
|
||||
0:35 Constant:
|
||||
0:35 1.000000
|
||||
0:37 Branch: Return with expression
|
||||
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? Linker Objects
|
||||
0:? 'g_tTexbf4_test' (uniform samplerBuffer)
|
||||
0:? 'g_tTexbf4' (uniform samplerBuffer)
|
||||
0:? 'g_tTexbi4' (uniform isamplerBuffer)
|
||||
0:? 'g_tTexbu4' (uniform usamplerBuffer)
|
||||
0:? 'c1' (uniform int)
|
||||
0:? 'c2' (uniform 2-component vector of int)
|
||||
0:? 'c3' (uniform 3-component vector of int)
|
||||
0:? 'c4' (uniform 4-component vector of int)
|
||||
0:? 'o1' (uniform int)
|
||||
0:? 'o2' (uniform 2-component vector of int)
|
||||
0:? 'o3' (uniform 3-component vector of int)
|
||||
0:? 'o4' (uniform 4-component vector of int)
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
|
||||
|
||||
Shader version: 450
|
||||
gl_FragCoord origin is upper left
|
||||
0:? Sequence
|
||||
0:39 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:24 Function Parameters:
|
||||
0:? Sequence
|
||||
0:28 Sequence
|
||||
0:28 move second child to first child (temp 4-component vector of float)
|
||||
0:28 'r00' (temp 4-component vector of float)
|
||||
0:28 textureFetch (global 4-component vector of float)
|
||||
0:28 'g_tTexbf4' (uniform samplerBuffer)
|
||||
0:28 'c1' (uniform int)
|
||||
0:29 Sequence
|
||||
0:29 move second child to first child (temp 4-component vector of int)
|
||||
0:29 'r01' (temp 4-component vector of int)
|
||||
0:29 textureFetch (global 4-component vector of int)
|
||||
0:29 'g_tTexbi4' (uniform isamplerBuffer)
|
||||
0:29 'c1' (uniform int)
|
||||
0:30 Sequence
|
||||
0:30 move second child to first child (temp 4-component vector of uint)
|
||||
0:30 'r02' (temp 4-component vector of uint)
|
||||
0:30 textureFetch (global 4-component vector of uint)
|
||||
0:30 'g_tTexbu4' (uniform usamplerBuffer)
|
||||
0:30 'c1' (uniform int)
|
||||
0:35 move second child to first child (temp float)
|
||||
0:35 Depth: direct index for structure (temp float FragDepth)
|
||||
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:35 Constant:
|
||||
0:35 1 (const int)
|
||||
0:35 Constant:
|
||||
0:35 1.000000
|
||||
0:37 Branch: Return with expression
|
||||
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? Linker Objects
|
||||
0:? 'g_tTexbf4_test' (uniform samplerBuffer)
|
||||
0:? 'g_tTexbf4' (uniform samplerBuffer)
|
||||
0:? 'g_tTexbi4' (uniform isamplerBuffer)
|
||||
0:? 'g_tTexbu4' (uniform usamplerBuffer)
|
||||
0:? 'c1' (uniform int)
|
||||
0:? 'c2' (uniform 2-component vector of int)
|
||||
0:? 'c3' (uniform 3-component vector of int)
|
||||
0:? 'c4' (uniform 4-component vector of int)
|
||||
0:? 'o1' (uniform int)
|
||||
0:? 'o2' (uniform 2-component vector of int)
|
||||
0:? 'o3' (uniform 3-component vector of int)
|
||||
0:? 'o4' (uniform 4-component vector of int)
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
// Id's are bound by 66
|
||||
|
||||
Capability Shader
|
||||
Capability SampledBuffer
|
||||
1: ExtInstImport "GLSL.std.450"
|
||||
MemoryModel Logical GLSL450
|
||||
EntryPoint Fragment 4 "main"
|
||||
ExecutionMode 4 OriginUpperLeft
|
||||
Source HLSL 450
|
||||
Name 4 "main"
|
||||
Name 9 "r00"
|
||||
Name 13 "g_tTexbf4"
|
||||
Name 17 "c1"
|
||||
Name 23 "r01"
|
||||
Name 27 "g_tTexbi4"
|
||||
Name 35 "r02"
|
||||
Name 39 "g_tTexbu4"
|
||||
Name 44 "PS_OUTPUT"
|
||||
MemberName 44(PS_OUTPUT) 0 "Color"
|
||||
MemberName 44(PS_OUTPUT) 1 "Depth"
|
||||
Name 46 "psout"
|
||||
Name 53 "g_tTexbf4_test"
|
||||
Name 56 "c2"
|
||||
Name 59 "c3"
|
||||
Name 61 "c4"
|
||||
Name 62 "o1"
|
||||
Name 63 "o2"
|
||||
Name 64 "o3"
|
||||
Name 65 "o4"
|
||||
Decorate 13(g_tTexbf4) DescriptorSet 0
|
||||
Decorate 27(g_tTexbi4) DescriptorSet 0
|
||||
Decorate 39(g_tTexbu4) DescriptorSet 0
|
||||
MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth
|
||||
Decorate 53(g_tTexbf4_test) DescriptorSet 0
|
||||
2: TypeVoid
|
||||
3: TypeFunction 2
|
||||
6: TypeFloat 32
|
||||
7: TypeVector 6(float) 4
|
||||
8: TypePointer Function 7(fvec4)
|
||||
10: TypeImage 6(float) Buffer sampled format:Unknown
|
||||
11: TypeSampledImage 10
|
||||
12: TypePointer UniformConstant 11
|
||||
13(g_tTexbf4): 12(ptr) Variable UniformConstant
|
||||
15: TypeInt 32 1
|
||||
16: TypePointer UniformConstant 15(int)
|
||||
17(c1): 16(ptr) Variable UniformConstant
|
||||
21: TypeVector 15(int) 4
|
||||
22: TypePointer Function 21(ivec4)
|
||||
24: TypeImage 15(int) Buffer sampled format:Unknown
|
||||
25: TypeSampledImage 24
|
||||
26: TypePointer UniformConstant 25
|
||||
27(g_tTexbi4): 26(ptr) Variable UniformConstant
|
||||
32: TypeInt 32 0
|
||||
33: TypeVector 32(int) 4
|
||||
34: TypePointer Function 33(ivec4)
|
||||
36: TypeImage 32(int) Buffer sampled format:Unknown
|
||||
37: TypeSampledImage 36
|
||||
38: TypePointer UniformConstant 37
|
||||
39(g_tTexbu4): 38(ptr) Variable UniformConstant
|
||||
44(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
|
||||
45: TypePointer Function 44(PS_OUTPUT)
|
||||
47: 15(int) Constant 1
|
||||
48: 6(float) Constant 1065353216
|
||||
49: TypePointer Function 6(float)
|
||||
53(g_tTexbf4_test): 12(ptr) Variable UniformConstant
|
||||
54: TypeVector 15(int) 2
|
||||
55: TypePointer UniformConstant 54(ivec2)
|
||||
56(c2): 55(ptr) Variable UniformConstant
|
||||
57: TypeVector 15(int) 3
|
||||
58: TypePointer UniformConstant 57(ivec3)
|
||||
59(c3): 58(ptr) Variable UniformConstant
|
||||
60: TypePointer UniformConstant 21(ivec4)
|
||||
61(c4): 60(ptr) Variable UniformConstant
|
||||
62(o1): 16(ptr) Variable UniformConstant
|
||||
63(o2): 55(ptr) Variable UniformConstant
|
||||
64(o3): 58(ptr) Variable UniformConstant
|
||||
65(o4): 60(ptr) Variable UniformConstant
|
||||
4(main): 2 Function None 3
|
||||
5: Label
|
||||
9(r00): 8(ptr) Variable Function
|
||||
23(r01): 22(ptr) Variable Function
|
||||
35(r02): 34(ptr) Variable Function
|
||||
46(psout): 45(ptr) Variable Function
|
||||
14: 11 Load 13(g_tTexbf4)
|
||||
18: 15(int) Load 17(c1)
|
||||
19: 10 Image 14
|
||||
20: 7(fvec4) ImageFetch 19 18
|
||||
Store 9(r00) 20
|
||||
28: 25 Load 27(g_tTexbi4)
|
||||
29: 15(int) Load 17(c1)
|
||||
30: 24 Image 28
|
||||
31: 21(ivec4) ImageFetch 30 29
|
||||
Store 23(r01) 31
|
||||
40: 37 Load 39(g_tTexbu4)
|
||||
41: 15(int) Load 17(c1)
|
||||
42: 36 Image 40
|
||||
43: 33(ivec4) ImageFetch 42 41
|
||||
Store 35(r02) 43
|
||||
50: 49(ptr) AccessChain 46(psout) 47
|
||||
Store 50 48
|
||||
51:44(PS_OUTPUT) Load 46(psout)
|
||||
ReturnValue 51
|
||||
FunctionEnd
|
||||
38
Test/hlsl.load.buffer.dx10.frag
Normal file
38
Test/hlsl.load.buffer.dx10.frag
Normal file
@@ -0,0 +1,38 @@
|
||||
uniform Buffer <float4> g_tTexbf4_test : register(t0);
|
||||
|
||||
Buffer g_tTexbf4; // default is float4
|
||||
Buffer <int4> g_tTexbi4;
|
||||
Buffer <uint4> g_tTexbu4;
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 Color : SV_Target0;
|
||||
float Depth : SV_Depth;
|
||||
};
|
||||
|
||||
uniform int c1;
|
||||
uniform int2 c2;
|
||||
uniform int3 c3;
|
||||
uniform int4 c4;
|
||||
|
||||
uniform int o1;
|
||||
uniform int2 o2;
|
||||
uniform int3 o3;
|
||||
uniform int4 o4;
|
||||
|
||||
PS_OUTPUT main()
|
||||
{
|
||||
PS_OUTPUT psout;
|
||||
|
||||
// Buffer
|
||||
float4 r00 = g_tTexbf4.Load(c1);
|
||||
int4 r01 = g_tTexbi4.Load(c1);
|
||||
uint4 r02 = g_tTexbu4.Load(c1);
|
||||
|
||||
// TODO: other types that can be put in sampler buffers, like float2x2, and float3.
|
||||
|
||||
psout.Color = 1.0;
|
||||
psout.Depth = 1.0;
|
||||
|
||||
return psout;
|
||||
}
|
||||
Reference in New Issue
Block a user