WIP: HLSL: preserve empty structures after splitting

This commit is contained in:
steve-lunarg
2017-03-09 19:10:57 -07:00
parent 6e1d50a7a2
commit 4198b8bfc4
8 changed files with 72 additions and 20 deletions

View File

@@ -220,6 +220,7 @@ Shader version: 450
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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})
@@ -447,18 +448,19 @@ Shader version: 450
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 171
// Id's are bound by 174
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 129
EntryPoint Vertex 4 "main" 129 173
Name 4 "main"
Name 8 "VS_OUTPUT"
MemberName 8(VS_OUTPUT) 0 "Pos"
@@ -497,6 +499,8 @@ Shader version: 450
Name 164 "g_tTexcdf4a"
Name 167 "g_tTexcdi4a"
Name 170 "g_tTexcdu4a"
Name 171 "VS_OUTPUT"
Name 173 "@entryPointOutput"
Decorate 14(g_tTex1df4) DescriptorSet 0
Decorate 14(g_tTex1df4) Binding 0
MemberDecorate 20($Global) 0 Offset 0
@@ -532,6 +536,7 @@ Shader version: 450
Decorate 164(g_tTexcdf4a) DescriptorSet 0
Decorate 167(g_tTexcdi4a) DescriptorSet 0
Decorate 170(g_tTexcdu4a) DescriptorSet 0
Decorate 173(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -630,6 +635,9 @@ Shader version: 450
168: TypeImage 24(int) Cube array sampled format:Unknown
169: TypePointer UniformConstant 168
170(g_tTexcdu4a): 169(ptr) Variable UniformConstant
171(VS_OUTPUT): TypeStruct
172: TypePointer Output 171(VS_OUTPUT)
173(@entryPointOutput): 172(ptr) Variable Output
4(main): 2 Function None 3
5: Label
130:8(VS_OUTPUT) FunctionCall 10(@main()