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authorHans-Kristian Arntzen <post@arntzen-software.no>2020-08-21 17:14:13 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2020-08-21 17:33:27 +0300
commita07441568e9933d39372d943c66797598ea9fff8 (patch)
tree227e0d3bdc78390705c82758e758efcd40d4fa30 /reference/shaders-ue4/asm
parentf0fe4442e32a900f49140f8597d54fefb4ba32d0 (diff)
Overhaul how we deal with reserved identifiers.
- Do not silently drop reserved identifiers in the parser. This makes it possible to reflect identifiers which are reserved by the cross-compiler module. - Instead of dropping the name, emit _RESERVED_IDENTIFIER_FIXUP in the source to make it clear that a name has been rewritten. - Document what is reserved and not.
Diffstat (limited to 'reference/shaders-ue4/asm')
-rw-r--r--reference/shaders-ue4/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag4
1 files changed, 2 insertions, 2 deletions
diff --git a/reference/shaders-ue4/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag b/reference/shaders-ue4/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag
index 3dfcf8af..817b1cff 100644
--- a/reference/shaders-ue4/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag
+++ b/reference/shaders-ue4/asm/frag/subpass-input.ios.framebuffer-fetch.asm.frag
@@ -197,10 +197,10 @@ struct main0_out
float4 out_var_SV_Target0 [[color(0)]];
};
-fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
+fragment main0_out main0(constant type_View& View [[buffer(0)]], constant type_Globals& _Globals [[buffer(1)]], float4 _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData [[color(0)]], texture2d<float> ShadowDepthTexture [[texture(0)]], sampler ShadowDepthTextureSampler [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
- float4 _67 = _gl_LastFragData;
+ float4 _67 = _RESERVED_IDENTIFIER_FIXUP_gl_LastFragData;
float _68 = _67.w;
float4 _82 = _Globals.ScreenToShadowMatrix * float4((((gl_FragCoord.xy * View.View_BufferSizeAndInvSize.zw) - View.View_ScreenPositionScaleBias.wz) / View.View_ScreenPositionScaleBias.xy) * float2(_68), _68, 1.0);
float _118 = fast::clamp(((fast::clamp((ShadowDepthTexture.sample(ShadowDepthTextureSampler, (((_82.xyz / float3(_82.w)).xy * _Globals.ShadowTileOffsetAndSize.zw).xy + _Globals.ShadowTileOffsetAndSize.xy).xy, level(0.0)).xxx * float3(_Globals.SoftTransitionScale.z)) - float3((fast::min(_82.z, 0.999989986419677734375) * _Globals.SoftTransitionScale.z) - 1.0), float3(0.0), float3(1.0)).x - 0.5) * _Globals.ShadowSharpen) + 0.5, 0.0, 1.0);