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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@@ -141,7 +141,7 @@ gl_FragCoord origin is upper left
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0:73 1.000000
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0:75 Sequence
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0:75 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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0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 Branch: Return
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0:? Linker Objects
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@@ -175,7 +175,8 @@ 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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@@ -323,7 +324,7 @@ gl_FragCoord origin is upper left
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0:73 1.000000
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0:75 Sequence
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0:75 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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0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 Branch: Return
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0:? Linker Objects
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@@ -357,18 +358,19 @@ 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 165
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// Id's are bound by 169
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Capability Shader
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Capability Sampled1D
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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" 118
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EntryPoint Fragment 4 "main" 118 166 168
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "g_tTex1df4"
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@@ -406,6 +408,8 @@ gl_FragCoord origin is upper left
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Name 162 "o2"
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Name 163 "o3"
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Name 164 "o4"
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Name 166 "Color"
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Name 168 "Depth"
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Decorate 9(g_tTex1df4) DescriptorSet 0
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Decorate 9(g_tTex1df4) Binding 0
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Decorate 27(g_tTex1di4) DescriptorSet 0
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@@ -417,7 +421,6 @@ gl_FragCoord origin is upper left
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Decorate 90(g_tTex3di4) DescriptorSet 0
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Decorate 99(g_tTex3du4) DescriptorSet 0
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MemberDecorate 106(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 118(@entryPointOutput) Location 0
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Decorate 123(g_sSamp) DescriptorSet 0
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Decorate 123(g_sSamp) Binding 0
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Decorate 126(g_tTexcdf4) DescriptorSet 0
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@@ -432,6 +435,8 @@ gl_FragCoord origin is upper left
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Decorate 153(g_tTexcdf4a) DescriptorSet 0
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Decorate 156(g_tTexcdi4a) DescriptorSet 0
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Decorate 159(g_tTexcdu4a) DescriptorSet 0
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Decorate 166(Color) Location 0
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Decorate 168(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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@@ -534,6 +539,10 @@ gl_FragCoord origin is upper left
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162(o2): 13(ptr) Variable UniformConstant
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163(o3): 50(ptr) Variable UniformConstant
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164(o4): 80(ptr) Variable UniformConstant
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165: TypePointer Output 23(fvec4)
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166(Color): 165(ptr) Variable Output
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167: TypePointer Output 6(float)
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168(Depth): 167(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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108(psout): 107(ptr) Variable Function
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