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.
This commit is contained in:
@@ -45,14 +45,15 @@ ERROR: node is still EOpNull!
|
||||
0:20 1.000000
|
||||
0:22 Sequence
|
||||
0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:22 Branch: Return
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
|
||||
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
|
||||
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
@@ -99,13 +100,14 @@ ERROR: node is still EOpNull!
|
||||
0:20 1.000000
|
||||
0:22 Sequence
|
||||
0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:22 Branch: Return
|
||||
0:? Linker Objects
|
||||
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
|
||||
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
|
||||
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
|
||||
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
|
||||
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
|
||||
0:? 'Depth' (out float FragDepth)
|
||||
|
||||
SPIR-V is not generated for failed compile or link
|
||||
|
||||
Reference in New Issue
Block a user