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

@@ -242,6 +242,7 @@ Shader version: 450
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? '@entryPointOutput' (layout(location=0 ) out structure{})
Linked vertex stage:
@@ -490,16 +491,17 @@ Shader version: 450
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? '@entryPointOutput' (layout(location=0 ) out structure{})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 166
// Id's are bound by 169
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 162
EntryPoint Vertex 4 "main" 162 168
Name 4 "main"
Name 8 "VS_OUTPUT"
MemberName 8(VS_OUTPUT) 0 "Pos"
@@ -532,6 +534,8 @@ Shader version: 450
Name 153 "vsout"
Name 162 "@entryPointOutput_Pos"
Name 165 "g_tTex1df4a"
Name 166 "VS_OUTPUT"
Name 168 "@entryPointOutput"
Decorate 16(g_tTex1df4) DescriptorSet 0
Decorate 16(g_tTex1df4) Binding 0
Decorate 20(g_sSamp) DescriptorSet 0
@@ -550,6 +554,7 @@ Shader version: 450
Decorate 162(@entryPointOutput_Pos) BuiltIn Position
Decorate 165(g_tTex1df4a) DescriptorSet 0
Decorate 165(g_tTex1df4a) Binding 1
Decorate 168(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -643,6 +648,9 @@ Shader version: 450
161: TypePointer Output 7(fvec4)
162(@entryPointOutput_Pos): 161(ptr) Variable Output
165(g_tTex1df4a): 15(ptr) Variable UniformConstant
166(VS_OUTPUT): TypeStruct
167: TypePointer Output 166(VS_OUTPUT)
168(@entryPointOutput): 167(ptr) Variable Output
4(main): 2 Function None 3
5: Label
163:8(VS_OUTPUT) FunctionCall 10(@main()