HLSL: Move to fine-grained control for defining input/output/uniform IO types.
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727b374fd3
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11 changed files with 419 additions and 181 deletions
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@ -66,13 +66,13 @@ Shader version: 450
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0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:22 Constant:
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0:22 1 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float)
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0:22 move second child to first child (temp int)
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0:22 x1_in: direct index for structure (temp int)
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0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:22 Constant:
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0:22 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:? 'x1_in' (layout(location=2 ) in int)
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0:22 Sequence
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0:22 move second child to first child (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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@ -105,8 +105,8 @@ Shader version: 450
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout(location=0 ) in int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float)
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0:? 'x1_in' (layout(location=2 ) in int)
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Linked vertex stage:
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@ -179,13 +179,13 @@ Shader version: 450
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0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:22 Constant:
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0:22 1 (const int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float)
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0:22 move second child to first child (temp int)
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0:22 x1_in: direct index for structure (temp int)
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0:? 'vsin' (temp structure{temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:22 Constant:
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0:22 2 (const int)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:? 'x1_in' (layout(location=2 ) in int)
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0:22 Sequence
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0:22 move second child to first child (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 'flattenTemp' (temp structure{temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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@ -218,8 +218,8 @@ Shader version: 450
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout(location=0 ) in int)
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0:? 'Pos_in' (in 4-component vector of float Position)
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0:? 'x1_in' (layout(location=1 ) in int)
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0:? 'Pos_in' (layout(location=1 ) in 4-component vector of float)
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0:? 'x1_in' (layout(location=2 ) in int)
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// Module Version 10000
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// Generated by (magic number): 80001
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@ -258,8 +258,8 @@ Shader version: 450
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Name 68 "@entryPointOutput"
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Name 74 "@entryPointOutput_Pos_out"
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Decorate 52(x0_in) Location 0
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Decorate 56(Pos_in) BuiltIn Position
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Decorate 59(x1_in) Location 1
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Decorate 56(Pos_in) Location 1
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Decorate 59(x1_in) Location 2
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Decorate 68(@entryPointOutput) Location 0
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Decorate 74(@entryPointOutput_Pos_out) BuiltIn Position
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2: TypeVoid
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