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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@@ -264,7 +264,7 @@ gl_FragCoord origin is upper left
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0:74 1.000000
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0:76 Sequence
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0:76 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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0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:76 Branch: Return
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0:? Linker Objects
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@@ -287,7 +287,8 @@ gl_FragCoord origin is upper left
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0:? 'c2' (uniform 2-component vector of float)
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0:? 'c3' (uniform 3-component vector of float)
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0:? 'c4' (uniform 4-component vector of float)
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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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@@ -558,7 +559,7 @@ gl_FragCoord origin is upper left
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0:74 1.000000
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0:76 Sequence
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0:76 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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0:76 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:76 Branch: Return
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0:? Linker Objects
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@@ -581,17 +582,18 @@ gl_FragCoord origin is upper left
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0:? 'c2' (uniform 2-component vector of float)
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0:? 'c3' (uniform 3-component vector of float)
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0:? 'c4' (uniform 4-component vector of float)
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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 232
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// Id's are bound by 236
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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" 205
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EntryPoint Fragment 4 "main" 205 233 235
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "txval00"
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@@ -642,6 +644,8 @@ gl_FragCoord origin is upper left
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Name 227 "g_tTex3du4"
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Name 229 "c1"
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Name 231 "c4"
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Name 233 "Color"
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Name 235 "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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@@ -651,7 +655,6 @@ gl_FragCoord origin is upper left
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Decorate 125(g_tTexcdi4) DescriptorSet 0
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Decorate 135(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 196(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 205(@entryPointOutput) Location 0
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Decorate 208(g_sSamp2d) DescriptorSet 0
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Decorate 211(g_tTex1df4a) DescriptorSet 0
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Decorate 211(g_tTex1df4a) Binding 1
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@@ -662,6 +665,8 @@ gl_FragCoord origin is upper left
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Decorate 221(g_tTex3df4) DescriptorSet 0
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Decorate 224(g_tTex3di4) DescriptorSet 0
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Decorate 227(g_tTex3du4) DescriptorSet 0
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Decorate 233(Color) Location 0
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Decorate 235(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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@@ -741,6 +746,10 @@ gl_FragCoord origin is upper left
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229(c1): 228(ptr) Variable UniformConstant
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230: TypePointer UniformConstant 7(fvec4)
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231(c4): 230(ptr) Variable UniformConstant
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232: TypePointer Output 7(fvec4)
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233(Color): 232(ptr) Variable Output
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234: TypePointer Output 6(float)
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235(Depth): 234(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(txval00): 8(ptr) Variable Function
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