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Chen Yisong
glslang
Commits
c034c5a8
Commit
c034c5a8
authored
Apr 13, 2018
by
John Kessenich
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Plain Diff
HLSL/SPV: Declare DepthReplacing for shaders declaring SV_Depth* outputs.
parent
24eae066
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56 changed files
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158 additions
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hlsl.calculatelod.dx10.frag.out
Test/baseResults/hlsl.calculatelod.dx10.frag.out
+3
-0
hlsl.calculatelodunclamped.dx10.frag.out
Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out
+2
-0
hlsl.depthGreater.frag.out
Test/baseResults/hlsl.depthGreater.frag.out
+1
-0
hlsl.depthLess.frag.out
Test/baseResults/hlsl.depthLess.frag.out
+1
-0
hlsl.gather.array.dx10.frag.out
Test/baseResults/hlsl.gather.array.dx10.frag.out
+3
-0
hlsl.gather.basic.dx10.frag.out
Test/baseResults/hlsl.gather.basic.dx10.frag.out
+3
-0
hlsl.gather.offset.dx10.frag.out
Test/baseResults/hlsl.gather.offset.dx10.frag.out
+3
-0
hlsl.gather.offsetarray.dx10.frag.out
Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out
+3
-0
hlsl.gatherRGBA.array.dx10.frag.out
Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out
+3
-0
hlsl.gatherRGBA.basic.dx10.frag.out
Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out
+3
-0
hlsl.gatherRGBA.offset.dx10.frag.out
Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out
+3
-0
hlsl.gatherRGBA.offsetarray.dx10.frag.out
Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out
+3
-0
hlsl.gathercmpRGBA.offset.dx10.frag.out
Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out
+3
-0
hlsl.getdimensions.dx10.frag.out
Test/baseResults/hlsl.getdimensions.dx10.frag.out
+3
-0
hlsl.getdimensions.rw.dx10.frag.out
Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out
+3
-0
hlsl.getsampleposition.dx10.frag.out
Test/baseResults/hlsl.getsampleposition.dx10.frag.out
+3
-0
hlsl.inoutquals.frag.out
Test/baseResults/hlsl.inoutquals.frag.out
+3
-0
hlsl.load.2dms.dx10.frag.out
Test/baseResults/hlsl.load.2dms.dx10.frag.out
+3
-0
hlsl.load.array.dx10.frag.out
Test/baseResults/hlsl.load.array.dx10.frag.out
+3
-0
hlsl.load.basic.dx10.frag.out
Test/baseResults/hlsl.load.basic.dx10.frag.out
+3
-0
hlsl.load.buffer.dx10.frag.out
Test/baseResults/hlsl.load.buffer.dx10.frag.out
+3
-0
hlsl.load.buffer.float.dx10.frag.out
Test/baseResults/hlsl.load.buffer.float.dx10.frag.out
+3
-0
hlsl.load.offset.dx10.frag.out
Test/baseResults/hlsl.load.offset.dx10.frag.out
+3
-0
hlsl.load.offsetarray.dx10.frag.out
Test/baseResults/hlsl.load.offsetarray.dx10.frag.out
+3
-0
hlsl.load.rwtexture.array.dx10.frag.out
Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out
+3
-0
hlsl.load.rwtexture.dx10.frag.out
Test/baseResults/hlsl.load.rwtexture.dx10.frag.out
+3
-0
hlsl.pp.line.frag.out
Test/baseResults/hlsl.pp.line.frag.out
+3
-0
hlsl.sample.array.dx10.frag.out
Test/baseResults/hlsl.sample.array.dx10.frag.out
+3
-0
hlsl.sample.basic.dx10.frag.out
Test/baseResults/hlsl.sample.basic.dx10.frag.out
+3
-0
hlsl.sample.offset.dx10.frag.out
Test/baseResults/hlsl.sample.offset.dx10.frag.out
+3
-0
hlsl.sample.offsetarray.dx10.frag.out
Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out
+3
-0
hlsl.samplebias.array.dx10.frag.out
Test/baseResults/hlsl.samplebias.array.dx10.frag.out
+3
-0
hlsl.samplebias.basic.dx10.frag.out
Test/baseResults/hlsl.samplebias.basic.dx10.frag.out
+3
-0
hlsl.samplebias.offset.dx10.frag.out
Test/baseResults/hlsl.samplebias.offset.dx10.frag.out
+3
-0
hlsl.samplebias.offsetarray.dx10.frag.out
Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out
+3
-0
hlsl.samplecmp.array.dx10.frag.out
Test/baseResults/hlsl.samplecmp.array.dx10.frag.out
+3
-0
hlsl.samplecmp.basic.dx10.frag.out
Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out
+3
-0
hlsl.samplecmp.offset.dx10.frag.out
Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out
+3
-0
hlsl.samplecmp.offsetarray.dx10.frag.out
Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out
+3
-0
hlsl.samplecmplevelzero.array.dx10.frag.out
Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out
+3
-0
hlsl.samplecmplevelzero.basic.dx10.frag.out
Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out
+3
-0
hlsl.samplecmplevelzero.offset.dx10.frag.out
.../baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out
+3
-0
hlsl.samplecmplevelzero.offsetarray.dx10.frag.out
...Results/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out
+3
-0
hlsl.samplegrad.array.dx10.frag.out
Test/baseResults/hlsl.samplegrad.array.dx10.frag.out
+3
-0
hlsl.samplegrad.basic.dx10.frag.out
Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out
+3
-0
hlsl.samplegrad.offset.dx10.frag.out
Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out
+3
-0
hlsl.samplegrad.offsetarray.dx10.frag.out
Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out
+3
-0
hlsl.samplelevel.array.dx10.frag.out
Test/baseResults/hlsl.samplelevel.array.dx10.frag.out
+3
-0
hlsl.samplelevel.basic.dx10.frag.out
Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out
+3
-0
hlsl.samplelevel.offset.dx10.frag.out
Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out
+3
-0
hlsl.samplelevel.offsetarray.dx10.frag.out
Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out
+3
-0
hlsl.structIoFourWay.frag.out
Test/baseResults/hlsl.structIoFourWay.frag.out
+1
-0
remap.hlsl.sample.basic.everything.frag.out
Test/baseResults/remap.hlsl.sample.basic.everything.frag.out
+1
-0
remap.hlsl.sample.basic.none.frag.out
Test/baseResults/remap.hlsl.sample.basic.none.frag.out
+1
-0
remap.hlsl.sample.basic.strip.frag.out
Test/baseResults/remap.hlsl.sample.basic.strip.frag.out
+1
-0
hlslParseHelper.cpp
hlsl/hlslParseHelper.cpp
+6
-0
No files found.
Test/baseResults/hlsl.calculatelod.dx10.frag.out
View file @
c034c5a8
hlsl.calculatelod.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -181,6 +182,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -367,6 +369,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 140 144
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.calculatelodunclamped.dx10.frag.out
View file @
c034c5a8
...
...
@@ -13,6 +13,7 @@ ERROR: 9 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
ERROR: node is still EOpNull!
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -193,6 +194,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
ERROR: node is still EOpNull!
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
Test/baseResults/hlsl.depthGreater.frag.out
View file @
c034c5a8
...
...
@@ -59,6 +59,7 @@ using depth_greater
EntryPoint Fragment 4 "PixelShaderFunction" 18
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthGreater
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 10 "@PixelShaderFunction(f1;"
...
...
Test/baseResults/hlsl.depthLess.frag.out
View file @
c034c5a8
...
...
@@ -51,6 +51,7 @@ using depth_less
EntryPoint Fragment 4 "PixelShaderFunction" 14
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthLess
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "PixelShaderFunction"
Name 8 "@PixelShaderFunction("
...
...
Test/baseResults/hlsl.gather.array.dx10.frag.out
View file @
c034c5a8
hlsl.gather.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -133,6 +134,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -270,6 +272,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 107 111
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gather.basic.dx10.frag.out
View file @
c034c5a8
hlsl.gather.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:29 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
...
...
@@ -131,6 +132,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:29 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
...
...
@@ -265,6 +267,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 108 112
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gather.offset.dx10.frag.out
View file @
c034c5a8
hlsl.gather.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -106,6 +107,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -215,6 +217,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 79 83
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gather.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.gather.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -103,6 +104,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -209,6 +211,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 80 84
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gatherRGBA.array.dx10.frag.out
View file @
c034c5a8
hlsl.gatherRGBA.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -377,6 +378,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -758,6 +760,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 238 242
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gatherRGBA.basic.dx10.frag.out
View file @
c034c5a8
hlsl.gatherRGBA.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:34 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Function Parameters:
...
...
@@ -381,6 +382,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:34 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:34 Function Parameters:
...
...
@@ -765,6 +767,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 238 242
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gatherRGBA.offset.dx10.frag.out
View file @
c034c5a8
hlsl.gatherRGBA.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:39 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:39 Function Parameters:
...
...
@@ -633,6 +634,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:39 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:39 Function Parameters:
...
...
@@ -1270,6 +1272,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 363 367
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gatherRGBA.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.gatherRGBA.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Function Parameters:
...
...
@@ -629,6 +630,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:33 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Function Parameters:
...
...
@@ -1263,6 +1265,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 363 367
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.gathercmpRGBA.offset.dx10.frag.out
View file @
c034c5a8
hlsl.gathercmpRGBA.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -230,6 +231,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -463,6 +465,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 129 133
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.getdimensions.dx10.frag.out
View file @
c034c5a8
hlsl.getdimensions.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:46 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:46 Function Parameters:
...
...
@@ -1161,6 +1162,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:46 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:46 Function Parameters:
...
...
@@ -2327,6 +2329,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 540 544
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.getdimensions.rw.dx10.frag.out
View file @
c034c5a8
hlsl.getdimensions.rw.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:44 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Function Parameters:
...
...
@@ -361,6 +362,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:44 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Function Parameters:
...
...
@@ -727,6 +729,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 216 220
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.getsampleposition.dx10.frag.out
View file @
c034c5a8
hlsl.getsampleposition.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:13 Function Definition: @main(i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
...
...
@@ -292,6 +293,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:13 Function Definition: @main(i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
...
...
@@ -587,6 +589,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 181 188 192
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 10 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.inoutquals.frag.out
View file @
c034c5a8
hlsl.inoutquals.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
0:8 Function Parameters:
...
...
@@ -106,6 +107,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
0:8 Function Parameters:
...
...
@@ -214,6 +216,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 68 78 82 86
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 13 "MyFunc(f1;f1;f1;f1;"
...
...
Test/baseResults/hlsl.load.2dms.dx10.frag.out
View file @
c034c5a8
hlsl.load.2dms.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -181,6 +182,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -365,6 +367,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 120 124
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.array.dx10.frag.out
View file @
c034c5a8
hlsl.load.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -196,6 +197,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -396,6 +398,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 104 108
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.basic.dx10.frag.out
View file @
c034c5a8
hlsl.load.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -247,6 +248,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -498,6 +500,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 133 137
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.buffer.dx10.frag.out
View file @
c034c5a8
hlsl.load.buffer.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -85,6 +86,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -173,6 +175,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 64 68
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.buffer.float.dx10.frag.out
View file @
c034c5a8
hlsl.load.buffer.float.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -88,6 +89,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -179,6 +181,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 67 71
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.offset.dx10.frag.out
View file @
c034c5a8
hlsl.load.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -283,6 +284,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -571,6 +573,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 155 159
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.load.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -220,6 +221,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:48 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Parameters:
...
...
@@ -445,6 +447,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 119 123
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.rwtexture.array.dx10.frag.out
View file @
c034c5a8
hlsl.load.rwtexture.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
...
...
@@ -106,6 +107,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
...
...
@@ -215,6 +217,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 82 86
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.load.rwtexture.dx10.frag.out
View file @
c034c5a8
hlsl.load.rwtexture.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
...
...
@@ -124,6 +125,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:40 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Parameters:
...
...
@@ -251,6 +253,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 104 108
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.pp.line.frag.out
View file @
c034c5a8
hlsl.pp.line.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
...
...
@@ -62,6 +63,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:4 Function Parameters:
...
...
@@ -126,6 +128,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 35 39
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.sample.array.dx10.frag.out
View file @
c034c5a8
hlsl.sample.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -163,6 +164,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -330,6 +332,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 138 142
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.sample.basic.dx10.frag.out
View file @
c034c5a8
...
...
@@ -3,6 +3,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
...
...
@@ -278,6 +279,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:53 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:53 Function Parameters:
...
...
@@ -557,6 +559,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 188 192
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.sample.offset.dx10.frag.out
View file @
c034c5a8
hlsl.sample.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -184,6 +185,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -371,6 +373,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 144 148
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.sample.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.sample.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -139,6 +140,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -281,6 +283,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 110 114
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplebias.array.dx10.frag.out
View file @
c034c5a8
hlsl.samplebias.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -181,6 +182,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -366,6 +368,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 138 142
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplebias.basic.dx10.frag.out
View file @
c034c5a8
hlsl.samplebias.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -214,6 +215,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -431,6 +433,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 162 166
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplebias.offset.dx10.frag.out
View file @
c034c5a8
hlsl.samplebias.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -202,6 +203,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -407,6 +409,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 144 148
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplebias.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.samplebias.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -151,6 +152,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -305,6 +307,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 110 114
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmp.array.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmp.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -201,6 +202,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -406,6 +408,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 166 170
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmp.basic.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmp.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -192,6 +193,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -388,6 +390,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 155 159
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmp.offset.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmp.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -165,6 +166,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -334,6 +336,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 115 119
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmp.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmp.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -171,6 +172,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -346,6 +348,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 126 130
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmplevelzero.array.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmplevelzero.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -219,6 +220,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -442,6 +444,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 167 171
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmplevelzero.basic.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmplevelzero.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -210,6 +211,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -424,6 +426,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 156 160
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmplevelzero.offset.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmplevelzero.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -177,6 +178,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -358,6 +360,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 116 120
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplecmplevelzero.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.samplecmplevelzero.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -183,6 +184,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:38 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Parameters:
...
...
@@ -370,6 +372,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 127 131
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplegrad.array.dx10.frag.out
View file @
c034c5a8
hlsl.samplegrad.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -217,6 +218,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -438,6 +440,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 132 136
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplegrad.basic.dx10.frag.out
View file @
c034c5a8
hlsl.samplegrad.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -268,6 +269,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -539,6 +541,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 167 171
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplegrad.offset.dx10.frag.out
View file @
c034c5a8
hlsl.samplegrad.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -238,6 +239,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -479,6 +481,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 149 153
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplegrad.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.samplegrad.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -172,6 +173,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -348,6 +350,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 103 107
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplelevel.array.dx10.frag.out
View file @
c034c5a8
hlsl.samplelevel.array.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -181,6 +182,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
...
...
@@ -366,6 +368,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 139 143
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplelevel.basic.dx10.frag.out
View file @
c034c5a8
hlsl.samplelevel.basic.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:29 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
...
...
@@ -215,6 +216,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:29 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:29 Function Parameters:
...
...
@@ -433,6 +435,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 163 167
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplelevel.offset.dx10.frag.out
View file @
c034c5a8
hlsl.samplelevel.offset.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -202,6 +203,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:28 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Parameters:
...
...
@@ -407,6 +409,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 145 149
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.samplelevel.offsetarray.dx10.frag.out
View file @
c034c5a8
hlsl.samplelevel.offsetarray.dx10.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -151,6 +152,7 @@ Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Parameters:
...
...
@@ -305,6 +307,7 @@ gl_FragCoord origin is upper left
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 111 115
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/hlsl.structIoFourWay.frag.out
View file @
c034c5a8
...
...
@@ -171,6 +171,7 @@ using depth_greater
EntryPoint Fragment 4 "main" 22 27 31 36 45 48 51 55
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthGreater
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "T"
...
...
Test/baseResults/remap.hlsl.sample.basic.everything.frag.out
View file @
c034c5a8
...
...
@@ -11,6 +11,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
MemoryModel Logical GLSL450
EntryPoint Fragment 5663 "main" 4253 3709
ExecutionMode 5663 OriginUpperLeft
ExecutionMode 5663 DepthReplacing
Decorate 4727 DescriptorSet 0
Decorate 4727 Binding 0
Decorate 3305 DescriptorSet 0
...
...
Test/baseResults/remap.hlsl.sample.basic.none.frag.out
View file @
c034c5a8
...
...
@@ -11,6 +11,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 188 192
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Source HLSL 500
Name 4 "main"
Name 8 "PS_OUTPUT"
...
...
Test/baseResults/remap.hlsl.sample.basic.strip.frag.out
View file @
c034c5a8
...
...
@@ -11,6 +11,7 @@ WARNING: 0:4: 'immediate sampler state' : unimplemented
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 188 192
ExecutionMode 4 OriginUpperLeft
ExecutionMode 4 DepthReplacing
Decorate 45 DescriptorSet 0
Decorate 45 Binding 0
Decorate 49 DescriptorSet 0
...
...
hlsl/hlslParseHelper.cpp
View file @
c034c5a8
...
...
@@ -9343,11 +9343,17 @@ void HlslParseContext::correctOutput(TQualifier& qualifier)
qualifier
.
patch
=
false
;
switch
(
qualifier
.
builtIn
)
{
case
EbvFragDepth
:
intermediate
.
setDepthReplacing
();
intermediate
.
setDepth
(
EldAny
);
break
;
case
EbvFragDepthGreater
:
intermediate
.
setDepthReplacing
();
intermediate
.
setDepth
(
EldGreater
);
qualifier
.
builtIn
=
EbvFragDepth
;
break
;
case
EbvFragDepthLesser
:
intermediate
.
setDepthReplacing
();
intermediate
.
setDepth
(
EldLess
);
qualifier
.
builtIn
=
EbvFragDepth
;
break
;
...
...
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