HLSL: Include built-in processing for vertex input and fragment output flattening.
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55 changed files with 478 additions and 437 deletions
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@ -55,7 +55,7 @@ using depth_greater
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0:15 Constant:
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0:15 1 (const int)
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0:15 move second child to first child ( temp float)
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0:? 'd' ( out float FragDepth)
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0:? '@entryPointOutput_d' ( out float FragDepth)
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0:15 d: direct index for structure ( temp float)
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0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal})
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0:15 Constant:
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@ -69,9 +69,9 @@ using depth_greater
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
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0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
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0:? '@entryPointOutput_d' ( out float FragDepth)
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0:? 'f' (layout( location=0) out float)
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0:? 'g' (layout( location=1) out float)
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0:? 'd' ( out float FragDepth)
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0:? 'normal' (layout( location=2) out 4-component vector of float)
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0:? 'f' (layout( location=0) in float)
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0:? 'g' (layout( location=1) centroid in float)
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@ -138,7 +138,7 @@ using depth_greater
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0:15 Constant:
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0:15 1 (const int)
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0:15 move second child to first child ( temp float)
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0:? 'd' ( out float FragDepth)
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0:? '@entryPointOutput_d' ( out float FragDepth)
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0:15 d: direct index for structure ( temp float)
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0:15 'flattenTemp' ( temp structure{ temp float f, temp float g, temp float d, temp 4-component vector of float normal})
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0:15 Constant:
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@ -152,9 +152,9 @@ using depth_greater
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} s})
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0:? 'anon@1' (layout( row_major std140) uniform block{layout( row_major std140 offset=88) uniform structure{layout( offset=68) temp float f, temp float g, temp float d, temp 4-component vector of float normal} t})
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0:? '@entryPointOutput_d' ( out float FragDepth)
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0:? 'f' (layout( location=0) out float)
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0:? 'g' (layout( location=1) out float)
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0:? 'd' ( out float FragDepth)
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0:? 'normal' (layout( location=2) out 4-component vector of float)
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0:? 'f' (layout( location=0) in float)
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0:? 'g' (layout( location=1) centroid in float)
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@ -190,7 +190,7 @@ using depth_greater
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Name 41 "param"
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Name 45 "f"
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Name 48 "g"
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Name 51 "d"
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Name 51 "@entryPointOutput_d"
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Name 55 "normal"
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Name 58 "T"
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MemberName 58(T) 0 "f"
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@ -210,7 +210,7 @@ using depth_greater
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Decorate 36(normal) Location 3
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Decorate 45(f) Location 0
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Decorate 48(g) Location 1
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Decorate 51(d) BuiltIn FragDepth
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Decorate 51(@entryPointOutput_d) BuiltIn FragDepth
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Decorate 55(normal) Location 2
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MemberDecorate 58(T) 0 Offset 68
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MemberDecorate 58(T) 1 Offset 72
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@ -245,7 +245,7 @@ using depth_greater
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44: TypePointer Output 6(float)
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45(f): 44(ptr) Variable Output
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48(g): 44(ptr) Variable Output
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51(d): 44(ptr) Variable Output
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51(@entryPointOutput_d): 44(ptr) Variable Output
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54: TypePointer Output 7(fvec4)
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55(normal): 54(ptr) Variable Output
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58(T): TypeStruct 6(float) 6(float) 6(float) 7(fvec4)
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@ -284,7 +284,7 @@ using depth_greater
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Store 48(g) 50
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52: 24(ptr) AccessChain 40(flattenTemp) 30
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53: 6(float) Load 52
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Store 51(d) 53
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Store 51(@entryPointOutput_d) 53
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56: 38(ptr) AccessChain 40(flattenTemp) 34
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57: 7(fvec4) Load 56
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Store 55(normal) 57
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