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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@@ -336,7 +336,7 @@ gl_FragCoord origin is upper left
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0:107 1.000000
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0:109 Sequence
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0:109 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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0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:109 Branch: Return
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0:? Linker Objects
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@@ -359,7 +359,8 @@ gl_FragCoord origin is upper left
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0:? 'o2' (uniform 2-component vector of int)
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0:? 'o3' (uniform 3-component vector of int)
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0:? 'o4' (uniform 4-component vector of int)
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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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@@ -702,7 +703,7 @@ gl_FragCoord origin is upper left
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0:107 1.000000
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0:109 Sequence
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0:109 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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0:109 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:109 Branch: Return
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0:? Linker Objects
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@@ -725,11 +726,12 @@ gl_FragCoord origin is upper left
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0:? 'o2' (uniform 2-component vector of int)
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0:? 'o3' (uniform 3-component vector of int)
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0:? 'o4' (uniform 4-component vector of int)
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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 303
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// Id's are bound by 307
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Capability Shader
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Capability ImageGatherExtended
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@@ -737,7 +739,7 @@ gl_FragCoord origin is upper left
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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 Fragment 4 "main" 267
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EntryPoint Fragment 4 "main" 267 304 306
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "txval001"
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@@ -788,13 +790,14 @@ gl_FragCoord origin is upper left
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Name 297 "o1"
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Name 300 "o3"
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Name 302 "o4"
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Name 304 "Color"
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Name 306 "Depth"
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Decorate 12(g_tTex2df4a) 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_tTex2di4a) DescriptorSet 0
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Decorate 50(g_tTex2du4a) DescriptorSet 0
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MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 267(@entryPointOutput) Location 0
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Decorate 270(g_sSamp2d) DescriptorSet 0
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Decorate 273(g_tTex1df4a) DescriptorSet 0
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Decorate 273(g_tTex1df4a) Binding 0
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@@ -803,6 +806,8 @@ gl_FragCoord origin is upper left
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Decorate 282(g_tTexcdf4a) DescriptorSet 0
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Decorate 285(g_tTexcdi4a) DescriptorSet 0
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Decorate 288(g_tTexcdu4a) DescriptorSet 0
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Decorate 304(Color) Location 0
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Decorate 306(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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@@ -881,6 +886,10 @@ gl_FragCoord origin is upper left
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300(o3): 299(ptr) Variable UniformConstant
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301: TypePointer UniformConstant 31(ivec4)
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302(o4): 301(ptr) Variable UniformConstant
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303: TypePointer Output 7(fvec4)
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304(Color): 303(ptr) Variable Output
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305: TypePointer Output 6(float)
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306(Depth): 305(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(txval001): 8(ptr) Variable Function
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