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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@@ -90,7 +90,7 @@ gl_FragCoord origin is upper left
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0:52 1.000000
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0:54 Sequence
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0:54 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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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:54 Branch: Return
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0:? Linker Objects
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@@ -109,7 +109,8 @@ 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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@@ -206,7 +207,7 @@ gl_FragCoord origin is upper left
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0:52 1.000000
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0:54 Sequence
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0:54 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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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:54 Branch: Return
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0:? Linker Objects
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@@ -225,18 +226,19 @@ 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 105
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// Id's are bound by 109
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Capability Shader
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Capability ImageGatherExtended
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Capability ImageMSArray
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 92
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EntryPoint Fragment 4 "main" 92 106 108
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "g_tTex2dmsf4"
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@@ -259,6 +261,8 @@ gl_FragCoord origin is upper left
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Name 102 "o1"
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Name 103 "o3"
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Name 104 "o4"
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Name 106 "Color"
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Name 108 "Depth"
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Decorate 9(g_tTex2dmsf4) DescriptorSet 0
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Decorate 21(g_tTex2dmsi4) DescriptorSet 0
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Decorate 29(g_tTex2dmsu4) DescriptorSet 0
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@@ -266,9 +270,10 @@ gl_FragCoord origin is upper left
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Decorate 58(g_tTex2dmsi4a) DescriptorSet 0
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Decorate 64(g_tTex2dmsu4a) DescriptorSet 0
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MemberDecorate 80(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 92(@entryPointOutput) Location 0
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Decorate 97(g_sSamp) DescriptorSet 0
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Decorate 97(g_sSamp) Binding 0
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Decorate 106(Color) Location 0
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Decorate 108(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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@@ -323,6 +328,10 @@ gl_FragCoord origin is upper left
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102(o1): 98(ptr) Variable UniformConstant
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103(o3): 52(ptr) Variable UniformConstant
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104(o4): 100(ptr) Variable UniformConstant
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105: TypePointer Output 17(fvec4)
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106(Color): 105(ptr) Variable Output
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107: TypePointer Output 6(float)
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108(Depth): 107(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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82(psout): 81(ptr) Variable Function
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