HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master. This also leads to a variety of other simplifications. - IO are global symbols, so only need one list of linkage nodes (deferred) - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized - several parts of splitting/flattening are now localized
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@@ -1,25 +1,32 @@
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hlsl.deadFunctionMissingBody.vert
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 13
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// Id's are bound by 18
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 9
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EntryPoint Vertex 4 "main" 16
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Name 4 "main"
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Name 9 "@entryPointOutput"
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Decorate 9(@entryPointOutput) Location 0
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Name 9 "@main("
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Name 16 "@entryPointOutput"
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Decorate 16(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypePointer Output 7(fvec4)
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9(@entryPointOutput): 8(ptr) Variable Output
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10: 6(float) Constant 0
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11: 7(fvec4) ConstantComposite 10 10 10 10
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8: TypeFunction 7(fvec4)
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11: 6(float) Constant 0
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12: 7(fvec4) ConstantComposite 11 11 11 11
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15: TypePointer Output 7(fvec4)
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16(@entryPointOutput): 15(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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Store 9(@entryPointOutput) 11
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17: 7(fvec4) FunctionCall 9(@main()
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Store 16(@entryPointOutput) 17
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Return
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FunctionEnd
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9(@main(): 7(fvec4) Function None 8
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10: Label
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ReturnValue 12
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FunctionEnd
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