HLSL: Flatten a return struct from an entry point and assign locations after flattening.
Locations now get assigned in order, but skipping built-ins, which can be done post flattening.
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@@ -87,7 +87,7 @@ gl_FragCoord origin is upper left
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0:45 1.000000
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0:47 Sequence
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0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Branch: Return
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0:? Linker Objects
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@@ -106,7 +106,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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Linked fragment stage:
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@@ -200,7 +201,7 @@ gl_FragCoord origin is upper left
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0:45 1.000000
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0:47 Sequence
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0:47 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:47 Branch: Return
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0:? Linker Objects
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@@ -219,17 +220,18 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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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 123
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// Id's are bound by 127
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 100
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EntryPoint Fragment 4 "main" 100 124 126
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "txval20"
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@@ -258,6 +260,8 @@ gl_FragCoord origin is upper left
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Name 116 "g_tTex3df4"
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Name 119 "g_tTex3di4"
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Name 122 "g_tTex3du4"
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Name 124 "Color"
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Name 126 "Depth"
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Decorate 12(g_tTex2df4) DescriptorSet 0
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Decorate 16(g_sSamp) DescriptorSet 0
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Decorate 16(g_sSamp) Binding 0
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@@ -267,7 +271,6 @@ gl_FragCoord origin is upper left
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Decorate 70(g_tTexcdi4) DescriptorSet 0
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Decorate 80(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 90(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 100(@entryPointOutput) Location 0
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Decorate 103(g_sSamp2d) DescriptorSet 0
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Decorate 106(g_tTex1df4a) DescriptorSet 0
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Decorate 106(g_tTex1df4a) Binding 1
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@@ -278,6 +281,8 @@ gl_FragCoord origin is upper left
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Decorate 116(g_tTex3df4) DescriptorSet 0
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Decorate 119(g_tTex3di4) DescriptorSet 0
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Decorate 122(g_tTex3du4) DescriptorSet 0
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Decorate 124(Color) Location 0
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Decorate 126(Depth) BuiltIn FragDepth
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -362,6 +367,10 @@ gl_FragCoord origin is upper left
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120: TypeImage 41(int) 3D sampled format:Unknown
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121: TypePointer UniformConstant 120
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122(g_tTex3du4): 121(ptr) Variable UniformConstant
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123: TypePointer Output 7(fvec4)
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124(Color): 123(ptr) Variable Output
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125: TypePointer Output 6(float)
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126(Depth): 125(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(txval20): 8(ptr) Variable Function
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