HLSL: remove pervertex output blocks
This removes pervertex output blocks, in favor of using only loose variables. The pervertex blocks are not required and were only partly implemented, and were adding some complication. This change goes with wrap-entry-point.
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committed by
John Kessenich
parent
fbb58a4e0b
commit
2c5ab9c8fc
@@ -221,7 +221,6 @@ 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:? 'PerVertex_out' (out block{out 4-component vector of float Position @entryPointOutput_Pos})
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Linked vertex stage:
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@@ -449,18 +448,17 @@ 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:? 'PerVertex_out' (out block{out 4-component vector of float Position @entryPointOutput_Pos})
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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 174
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// Id's are bound by 171
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Capability Shader
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Capability Sampled1D
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Capability SampledCubeArray
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 129 173
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EntryPoint Vertex 4 "main" 129
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Name 4 "main"
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Name 8 "VS_OUTPUT"
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MemberName 8(VS_OUTPUT) 0 "Pos"
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@@ -499,9 +497,6 @@ Shader version: 450
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Name 164 "g_tTexcdf4a"
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Name 167 "g_tTexcdi4a"
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Name 170 "g_tTexcdu4a"
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Name 171 "PerVertex_out"
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MemberName 171(PerVertex_out) 0 "@entryPointOutput_Pos"
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Name 173 "PerVertex_out"
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Decorate 14(g_tTex1df4) DescriptorSet 0
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Decorate 14(g_tTex1df4) Binding 0
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MemberDecorate 20($Global) 0 Offset 0
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@@ -537,8 +532,6 @@ Shader version: 450
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Decorate 164(g_tTexcdf4a) DescriptorSet 0
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Decorate 167(g_tTexcdi4a) DescriptorSet 0
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Decorate 170(g_tTexcdu4a) DescriptorSet 0
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MemberDecorate 171(PerVertex_out) 0 BuiltIn Position
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Decorate 171(PerVertex_out) Block
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -637,9 +630,6 @@ Shader version: 450
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168: TypeImage 24(int) Cube array sampled format:Unknown
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169: TypePointer UniformConstant 168
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170(g_tTexcdu4a): 169(ptr) Variable UniformConstant
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171(PerVertex_out): TypeStruct 7(fvec4)
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172: TypePointer Output 171(PerVertex_out)
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173(PerVertex_out): 172(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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130:8(VS_OUTPUT) FunctionCall 10(@main()
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