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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@@ -66,7 +66,7 @@ gl_FragCoord origin is upper left
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0:33 1.000000
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0:35 Sequence
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0:35 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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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Branch: Return
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0:? Linker Objects
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@@ -78,7 +78,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4' (uniform texture2DArray)
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0:? 'g_tTex2di4' (uniform itexture2DArray)
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0:? 'g_tTex2du4' (uniform utexture2DArray)
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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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@@ -151,7 +152,7 @@ gl_FragCoord origin is upper left
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0:33 1.000000
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0:35 Sequence
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0:35 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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0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:35 Branch: Return
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0:? Linker Objects
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@@ -163,17 +164,18 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4' (uniform texture2DArray)
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0:? 'g_tTex2di4' (uniform itexture2DArray)
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0:? 'g_tTex2du4' (uniform utexture2DArray)
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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 85
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// Id's are bound by 89
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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" 72
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EntryPoint Fragment 4 "main" 72 86 88
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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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@@ -192,19 +194,22 @@ gl_FragCoord origin is upper left
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Name 78 "g_tTex1df4"
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Name 81 "g_tTex1di4"
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Name 84 "g_tTex1du4"
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Name 86 "Color"
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Name 88 "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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Decorate 36(g_tTex2di4) DescriptorSet 0
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Decorate 51(g_tTex2du4) DescriptorSet 0
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MemberDecorate 63(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 72(@entryPointOutput) Location 0
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Decorate 77(g_tTex1df4a) DescriptorSet 0
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Decorate 77(g_tTex1df4a) Binding 1
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Decorate 78(g_tTex1df4) DescriptorSet 0
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Decorate 78(g_tTex1df4) Binding 0
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Decorate 81(g_tTex1di4) DescriptorSet 0
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Decorate 84(g_tTex1du4) DescriptorSet 0
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Decorate 86(Color) Location 0
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Decorate 88(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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@@ -266,6 +271,10 @@ gl_FragCoord origin is upper left
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82: TypeImage 45(int) 1D array sampled format:Unknown
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83: TypePointer UniformConstant 82
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84(g_tTex1du4): 83(ptr) Variable UniformConstant
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85: TypePointer Output 7(fvec4)
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86(Color): 85(ptr) Variable Output
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87: TypePointer Output 6(float)
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88(Depth): 87(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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