Commit aba44400 by John Kessenich Committed by GitHub

Merge pull request #567 from steve-lunarg/compare-fix

HLSL: Enable component-wise vector comparisons from operators
parents 850ac062 85244d74
...@@ -18,9 +18,10 @@ gl_FragCoord origin is upper left ...@@ -18,9 +18,10 @@ gl_FragCoord origin is upper left
0:4 No loop body 0:4 No loop body
0:5 Loop with condition not tested first 0:5 Loop with condition not tested first
0:5 Loop Condition 0:5 Loop Condition
0:5 Compare Equal (temp bool) 0:5 all (global bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Equal (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Loop Body 0:5 Loop Body
0:5 Sequence 0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float) 0:5 move second child to first child (temp 4-component vector of float)
...@@ -54,9 +55,10 @@ gl_FragCoord origin is upper left ...@@ -54,9 +55,10 @@ gl_FragCoord origin is upper left
0:4 No loop body 0:4 No loop body
0:5 Loop with condition not tested first 0:5 Loop with condition not tested first
0:5 Loop Condition 0:5 Loop Condition
0:5 Compare Equal (temp bool) 0:5 all (global bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 Equal (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Loop Body 0:5 Loop Body
0:5 Sequence 0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float) 0:5 move second child to first child (temp 4-component vector of float)
......
...@@ -19,16 +19,18 @@ gl_FragCoord origin is upper left ...@@ -19,16 +19,18 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:5 Loop with condition tested first 0:5 Loop with condition tested first
0:5 Loop Condition 0:5 Loop Condition
0:5 Compare Not Equal (temp bool) 0:5 any (global bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 NotEqual (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body 0:5 No loop body
0:? Sequence 0:? Sequence
0:6 Loop with condition tested first 0:6 Loop with condition tested first
0:6 Loop Condition 0:6 Loop Condition
0:6 Compare Not Equal (temp bool) 0:6 any (global bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 NotEqual (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body 0:6 Loop Body
0:? Sequence 0:? Sequence
0:6 Sequence 0:6 Sequence
...@@ -42,9 +44,10 @@ gl_FragCoord origin is upper left ...@@ -42,9 +44,10 @@ gl_FragCoord origin is upper left
0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first 0:7 Loop with condition tested first
0:7 Loop Condition 0:7 Loop Condition
0:7 Compare Not Equal (temp bool) 0:7 any (global bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 NotEqual (temp 4-component vector of bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body 0:7 Loop Body
0:? Sequence 0:? Sequence
0:7 Sequence 0:7 Sequence
...@@ -141,16 +144,18 @@ gl_FragCoord origin is upper left ...@@ -141,16 +144,18 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:5 Loop with condition tested first 0:5 Loop with condition tested first
0:5 Loop Condition 0:5 Loop Condition
0:5 Compare Not Equal (temp bool) 0:5 any (global bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 NotEqual (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float) 0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body 0:5 No loop body
0:? Sequence 0:? Sequence
0:6 Loop with condition tested first 0:6 Loop with condition tested first
0:6 Loop Condition 0:6 Loop Condition
0:6 Compare Not Equal (temp bool) 0:6 any (global bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 NotEqual (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body 0:6 Loop Body
0:? Sequence 0:? Sequence
0:6 Sequence 0:6 Sequence
...@@ -164,9 +169,10 @@ gl_FragCoord origin is upper left ...@@ -164,9 +169,10 @@ gl_FragCoord origin is upper left
0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first 0:7 Loop with condition tested first
0:7 Loop Condition 0:7 Loop Condition
0:7 Compare Not Equal (temp bool) 0:7 any (global bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 NotEqual (temp 4-component vector of bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float) 0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body 0:7 Loop Body
0:? Sequence 0:? Sequence
0:7 Sequence 0:7 Sequence
......
...@@ -8,9 +8,10 @@ gl_FragCoord origin is upper left ...@@ -8,9 +8,10 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:3 Test condition and select (temp void) 0:3 Test condition and select (temp void)
0:3 Condition 0:3 Condition
0:3 Compare Equal (temp bool) 0:3 all (global bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Equal (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 true case 0:3 true case
0:4 Sequence 0:4 Sequence
0:4 move second child to first child (temp 4-component vector of float) 0:4 move second child to first child (temp 4-component vector of float)
...@@ -19,9 +20,10 @@ gl_FragCoord origin is upper left ...@@ -19,9 +20,10 @@ gl_FragCoord origin is upper left
0:4 Branch: Return 0:4 Branch: Return
0:6 Test condition and select (temp void) 0:6 Test condition and select (temp void)
0:6 Condition 0:6 Condition
0:6 Compare Equal (temp bool) 0:6 all (global bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 Equal (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 true case 0:6 true case
0:7 Sequence 0:7 Sequence
0:7 move second child to first child (temp 4-component vector of float) 0:7 move second child to first child (temp 4-component vector of float)
...@@ -37,21 +39,24 @@ gl_FragCoord origin is upper left ...@@ -37,21 +39,24 @@ gl_FragCoord origin is upper left
0:9 Branch: Return 0:9 Branch: Return
0:11 Test condition and select (temp void) 0:11 Test condition and select (temp void)
0:11 Condition 0:11 Condition
0:11 Compare Equal (temp bool) 0:11 all (global bool)
0:11 'input' (layout(location=0 ) in 4-component vector of float) 0:11 Equal (temp 4-component vector of bool)
0:11 'input' (layout(location=0 ) in 4-component vector of float) 0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 true case is null 0:11 true case is null
0:14 Test condition and select (temp void) 0:14 Test condition and select (temp void)
0:14 Condition 0:14 Condition
0:14 Compare Equal (temp bool) 0:14 all (global bool)
0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 Equal (temp 4-component vector of bool)
0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 true case is null 0:14 true case is null
0:19 Test condition and select (temp void) 0:19 Test condition and select (temp void)
0:19 Condition 0:19 Condition
0:19 Compare Equal (temp bool) 0:19 all (global bool)
0:19 'input' (layout(location=0 ) in 4-component vector of float) 0:19 Equal (temp 4-component vector of bool)
0:19 'input' (layout(location=0 ) in 4-component vector of float) 0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 true case 0:19 true case
0:? Sequence 0:? Sequence
0:20 Sequence 0:20 Sequence
...@@ -61,9 +66,10 @@ gl_FragCoord origin is upper left ...@@ -61,9 +66,10 @@ gl_FragCoord origin is upper left
0:20 Branch: Return 0:20 Branch: Return
0:23 Test condition and select (temp void) 0:23 Test condition and select (temp void)
0:23 Condition 0:23 Condition
0:23 Compare Equal (temp bool) 0:23 all (global bool)
0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:23 Equal (temp 4-component vector of bool)
0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 true case 0:23 true case
0:? Sequence 0:? Sequence
0:24 Sequence 0:24 Sequence
...@@ -109,9 +115,10 @@ gl_FragCoord origin is upper left ...@@ -109,9 +115,10 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:3 Test condition and select (temp void) 0:3 Test condition and select (temp void)
0:3 Condition 0:3 Condition
0:3 Compare Equal (temp bool) 0:3 all (global bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 Equal (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 true case 0:3 true case
0:4 Sequence 0:4 Sequence
0:4 move second child to first child (temp 4-component vector of float) 0:4 move second child to first child (temp 4-component vector of float)
...@@ -120,9 +127,10 @@ gl_FragCoord origin is upper left ...@@ -120,9 +127,10 @@ gl_FragCoord origin is upper left
0:4 Branch: Return 0:4 Branch: Return
0:6 Test condition and select (temp void) 0:6 Test condition and select (temp void)
0:6 Condition 0:6 Condition
0:6 Compare Equal (temp bool) 0:6 all (global bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 Equal (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float) 0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 true case 0:6 true case
0:7 Sequence 0:7 Sequence
0:7 move second child to first child (temp 4-component vector of float) 0:7 move second child to first child (temp 4-component vector of float)
...@@ -138,21 +146,24 @@ gl_FragCoord origin is upper left ...@@ -138,21 +146,24 @@ gl_FragCoord origin is upper left
0:9 Branch: Return 0:9 Branch: Return
0:11 Test condition and select (temp void) 0:11 Test condition and select (temp void)
0:11 Condition 0:11 Condition
0:11 Compare Equal (temp bool) 0:11 all (global bool)
0:11 'input' (layout(location=0 ) in 4-component vector of float) 0:11 Equal (temp 4-component vector of bool)
0:11 'input' (layout(location=0 ) in 4-component vector of float) 0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 true case is null 0:11 true case is null
0:14 Test condition and select (temp void) 0:14 Test condition and select (temp void)
0:14 Condition 0:14 Condition
0:14 Compare Equal (temp bool) 0:14 all (global bool)
0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 Equal (temp 4-component vector of bool)
0:14 'input' (layout(location=0 ) in 4-component vector of float) 0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 true case is null 0:14 true case is null
0:19 Test condition and select (temp void) 0:19 Test condition and select (temp void)
0:19 Condition 0:19 Condition
0:19 Compare Equal (temp bool) 0:19 all (global bool)
0:19 'input' (layout(location=0 ) in 4-component vector of float) 0:19 Equal (temp 4-component vector of bool)
0:19 'input' (layout(location=0 ) in 4-component vector of float) 0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 true case 0:19 true case
0:? Sequence 0:? Sequence
0:20 Sequence 0:20 Sequence
...@@ -162,9 +173,10 @@ gl_FragCoord origin is upper left ...@@ -162,9 +173,10 @@ gl_FragCoord origin is upper left
0:20 Branch: Return 0:20 Branch: Return
0:23 Test condition and select (temp void) 0:23 Test condition and select (temp void)
0:23 Condition 0:23 Condition
0:23 Compare Equal (temp bool) 0:23 all (global bool)
0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:23 Equal (temp 4-component vector of bool)
0:23 'input' (layout(location=0 ) in 4-component vector of float) 0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 true case 0:23 true case
0:? Sequence 0:? Sequence
0:24 Sequence 0:24 Sequence
......
...@@ -8,9 +8,10 @@ gl_FragCoord origin is upper left ...@@ -8,9 +8,10 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:3 Loop with condition tested first 0:3 Loop with condition tested first
0:3 Loop Condition 0:3 Loop Condition
0:3 Compare Not Equal (temp bool) 0:3 any (global bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 NotEqual (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Loop Body 0:3 Loop Body
0:? Sequence 0:? Sequence
0:3 Sequence 0:3 Sequence
...@@ -50,9 +51,10 @@ gl_FragCoord origin is upper left ...@@ -50,9 +51,10 @@ gl_FragCoord origin is upper left
0:? Sequence 0:? Sequence
0:3 Loop with condition tested first 0:3 Loop with condition tested first
0:3 Loop Condition 0:3 Loop Condition
0:3 Compare Not Equal (temp bool) 0:3 any (global bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 NotEqual (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float) 0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Loop Body 0:3 Loop Body
0:? Sequence 0:? Sequence
0:3 Sequence 0:3 Sequence
......
uniform float4 uf4;
void Bug1( float4 a )
{
float4 v04 = float4( 0.0, 0.0, 0.0, 0.0 );
float v01 = 0.0;
bool4 r00 = a == v04;
bool4 r01 = a != v04;
bool4 r02 = a < v04;
bool4 r03 = a > v04;
bool4 r10 = a == v01;
bool4 r11 = a != v01;
bool4 r12 = a < v01;
bool4 r13 = a > v01;
bool4 r20 = v01 == a;
bool4 r21 = v01 != a;
bool4 r22 = v01 < a;
bool4 r23 = v01 > a;
}
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
psout.Color = 0;
return psout;
}
...@@ -2,5 +2,5 @@ float4 PixelShaderFunction(float4 input) : COLOR0 ...@@ -2,5 +2,5 @@ float4 PixelShaderFunction(float4 input) : COLOR0
{ {
[unroll] do {} while (false); [unroll] do {} while (false);
[unroll] do {;} while (false); [unroll] do {;} while (false);
do { return input; } while (input == input); do { return input; } while (all(input == input));
} }
...@@ -2,9 +2,9 @@ float4 PixelShaderFunction(float4 input) : COLOR0 ...@@ -2,9 +2,9 @@ float4 PixelShaderFunction(float4 input) : COLOR0
{ {
for (;;) ; for (;;) ;
for (++input; ; ) ; for (++input; ; ) ;
[unroll] for (; input != input; ) {} [unroll] for (; any(input != input); ) {}
for (; input != input; ) { return -input; } for (; any(input != input); ) { return -input; }
for (--input; input != input; input += 2) { return -input; } for (--input; any(input != input); input += 2) { return -input; }
for (;;) if (input.x > 2.0) break; for (;;) if (input.x > 2.0) break;
for (;;) if (input.x > 2.0) continue; for (;;) if (input.x > 2.0) continue;
float ii; float ii;
......
float4 PixelShaderFunction(float4 input) : COLOR0 float4 PixelShaderFunction(float4 input) : COLOR0
{ {
if (input == input) if (all(input == input))
return input; return input;
if (input == input) if (all(input == input))
return input; return input;
else else
return -input; return -input;
if (input == input) if (all(input == input))
; ;
if (input == input) if (all(input == input))
; ;
else else
; ;
[flatten] if (input == input) { [flatten] if (all(input == input)) {
return input; return input;
} }
if (input == input) { if (all(input == input)) {
return input; return input;
} else { } else {
return -input; return -input;
......
...@@ -18,8 +18,8 @@ float4 PixelShaderFunction(float4 input, float f) : COLOR0 ...@@ -18,8 +18,8 @@ float4 PixelShaderFunction(float4 input, float f) : COLOR0
6.0 < foo; 6.0 < foo;
7.0 <= foo; 7.0 <= foo;
v.x == v; all(v.x == v);
f != v; any(f != v);
float1 f1; float1 f1;
......
float4 PixelShaderFunction(float4 input) : COLOR0 float4 PixelShaderFunction(float4 input) : COLOR0
{ {
while (input != input) { return input; } while (any(input != input)) { return input; }
while (false) ; while (false) ;
[unroll] while (false) { } [unroll] while (false) { }
while ((false)) { } while ((false)) { }
......
...@@ -1892,13 +1892,26 @@ bool TIntermediate::promoteBinary(TIntermBinary& node) ...@@ -1892,13 +1892,26 @@ bool TIntermediate::promoteBinary(TIntermBinary& node)
// Relational comparisons need numeric types and will promote to scalar Boolean. // Relational comparisons need numeric types and will promote to scalar Boolean.
if (left->getBasicType() == EbtBool) if (left->getBasicType() == EbtBool)
return false; return false;
node.setType(TType(EbtBool));
node.setType(TType(EbtBool, EvqTemporary, left->getVectorSize()));
break; break;
case EOpEqual: case EOpEqual:
case EOpNotEqual: case EOpNotEqual:
// All the above comparisons result in a bool (but not the vector compares) if (getSource() == EShSourceHlsl) {
node.setType(TType(EbtBool)); const int resultWidth = std::max(left->getVectorSize(), right->getVectorSize());
// In HLSL, == or != on vectors means component-wise comparison.
if (resultWidth > 1) {
op = (op == EOpEqual) ? EOpVectorEqual : EOpVectorNotEqual;
node.setOp(op);
}
node.setType(TType(EbtBool, EvqTemporary, resultWidth));
} else {
// All the above comparisons result in a bool (but not the vector compares)
node.setType(TType(EbtBool));
}
break; break;
case EOpLogicalAnd: case EOpLogicalAnd:
...@@ -1973,6 +1986,8 @@ bool TIntermediate::promoteBinary(TIntermBinary& node) ...@@ -1973,6 +1986,8 @@ bool TIntermediate::promoteBinary(TIntermBinary& node)
case EOpEqual: case EOpEqual:
case EOpNotEqual: case EOpNotEqual:
case EOpVectorEqual:
case EOpVectorNotEqual:
case EOpLogicalAnd: case EOpLogicalAnd:
case EOpLogicalOr: case EOpLogicalOr:
......
...@@ -163,6 +163,8 @@ bool TOutputTraverser::visitBinary(TVisit /* visit */, TIntermBinary* node) ...@@ -163,6 +163,8 @@ bool TOutputTraverser::visitBinary(TVisit /* visit */, TIntermBinary* node)
case EOpGreaterThan: out.debug << "Compare Greater Than"; break; case EOpGreaterThan: out.debug << "Compare Greater Than"; break;
case EOpLessThanEqual: out.debug << "Compare Less Than or Equal"; break; case EOpLessThanEqual: out.debug << "Compare Less Than or Equal"; break;
case EOpGreaterThanEqual: out.debug << "Compare Greater Than or Equal"; break; case EOpGreaterThanEqual: out.debug << "Compare Greater Than or Equal"; break;
case EOpVectorEqual: out.debug << "Equal"; break;
case EOpVectorNotEqual: out.debug << "NotEqual"; break;
case EOpVectorTimesScalar: out.debug << "vector-scale"; break; case EOpVectorTimesScalar: out.debug << "vector-scale"; break;
case EOpVectorTimesMatrix: out.debug << "vector-times-matrix"; break; case EOpVectorTimesMatrix: out.debug << "vector-times-matrix"; break;
......
...@@ -91,6 +91,7 @@ INSTANTIATE_TEST_CASE_P( ...@@ -91,6 +91,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.calculatelod.dx10.frag", "main"}, {"hlsl.calculatelod.dx10.frag", "main"},
{"hlsl.calculatelodunclamped.dx10.frag", "main"}, {"hlsl.calculatelodunclamped.dx10.frag", "main"},
{"hlsl.cast.frag", "PixelShaderFunction"}, {"hlsl.cast.frag", "PixelShaderFunction"},
{"hlsl.comparison.vec.frag", "main"},
{"hlsl.conditional.frag", "PixelShaderFunction"}, {"hlsl.conditional.frag", "PixelShaderFunction"},
{"hlsl.constructexpr.frag", "main"}, {"hlsl.constructexpr.frag", "main"},
{"hlsl.depthGreater.frag", "PixelShaderFunction"}, {"hlsl.depthGreater.frag", "PixelShaderFunction"},
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment