WIP: HLSL: preserve empty structures after splitting
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@@ -220,6 +220,7 @@ Shader version: 450
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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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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@@ -447,18 +448,19 @@ Shader version: 450
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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0:? '@entryPointOutput' (layout(location=0 ) out structure{})
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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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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 171
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// Id's are bound by 174
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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
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EntryPoint Vertex 4 "main" 129 173
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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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@@ -497,6 +499,8 @@ 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 "VS_OUTPUT"
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Name 173 "@entryPointOutput"
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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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@@ -532,6 +536,7 @@ 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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Decorate 173(@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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@@ -630,6 +635,9 @@ 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(VS_OUTPUT): TypeStruct
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172: TypePointer Output 171(VS_OUTPUT)
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173(@entryPointOutput): 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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