HLSL: struct splitting: assignments of hierarchical split types
This commit adds support for copying nested hierarchical types of split types. E.g, a struct of a struct containing both user and builtin interstage IO variables. When copying split types, if any subtree does NOT contain builtin interstage IO, we can copy the whole subtree with one assignment, which saves a bunch of AST verbosity for memberwise copies of that subtree.
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@@ -1,7 +1,7 @@
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hlsl.load.basic.dx10.vert
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Shader version: 450
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0:? Sequence
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0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
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0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos})
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0:47 Function Parameters:
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0:? Sequence
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0:51 textureFetch (temp 4-component vector of float)
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@@ -195,7 +195,6 @@ Shader version: 450
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0:69 0 (const int)
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0:69 Branch: Return
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0:? Linker Objects
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0:? 'Pos' (out 4-component vector of float Position)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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@@ -219,6 +218,7 @@ Shader version: 450
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:? 'Pos' (out 4-component vector of float Position)
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Linked vertex stage:
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@@ -226,7 +226,7 @@ Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:47 Function Definition: main( (temp structure{temp 4-component vector of float Pos})
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0:47 Function Definition: main( (temp structure{temp 4-component vector of float Position Pos})
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0:47 Function Parameters:
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0:? Sequence
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0:51 textureFetch (temp 4-component vector of float)
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@@ -420,7 +420,6 @@ Shader version: 450
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0:69 0 (const int)
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0:69 Branch: Return
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0:? Linker Objects
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0:? 'Pos' (out 4-component vector of float Position)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
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0:? 'g_tTex1di4' (uniform itexture1D)
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@@ -444,6 +443,7 @@ Shader version: 450
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? 'anon@0' (layout(row_major std140 ) uniform block{layout(offset=0 ) uniform int c1, layout(offset=8 ) uniform 2-component vector of int c2, layout(offset=16 ) uniform 3-component vector of int c3, layout(offset=32 ) uniform 4-component vector of int c4, layout(offset=48 ) uniform int o1, layout(offset=56 ) uniform 2-component vector of int o2, layout(offset=64 ) uniform 3-component vector of int o3, layout(offset=80 ) uniform 4-component vector of int o4})
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0:? 'Pos' (out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80001
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