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:
John Kessenich
2016-09-16 01:44:43 -06:00
parent 7f702124ec
commit 7dc630f3da
93 changed files with 951 additions and 495 deletions

View File

@@ -42,7 +42,7 @@ gl_FragCoord origin is upper left
0:35 1.000000
0:37 Sequence
0:37 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})
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Branch: Return
0:? Linker Objects
@@ -58,7 +58,8 @@ gl_FragCoord origin is upper left
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
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:
@@ -107,7 +108,7 @@ gl_FragCoord origin is upper left
0:35 1.000000
0:37 Sequence
0:37 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})
0:37 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Branch: Return
0:? Linker Objects
@@ -123,17 +124,18 @@ gl_FragCoord origin is upper left
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
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)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 71
// Id's are bound by 75
Capability Shader
Capability SampledBuffer
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 55
EntryPoint Fragment 4 "main" 55 72 74
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "r00"
@@ -156,13 +158,16 @@ gl_FragCoord origin is upper left
Name 68 "o2"
Name 69 "o3"
Name 70 "o4"
Name 72 "Color"
Name 74 "Depth"
Decorate 13(g_tTexbf4) DescriptorSet 0
Decorate 27(g_tTexbi4) DescriptorSet 0
Decorate 39(g_tTexbu4) DescriptorSet 0
MemberDecorate 44(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 55(@entryPointOutput) Location 0
Decorate 58(g_tTexbf4_test) DescriptorSet 0
Decorate 58(g_tTexbf4_test) Binding 0
Decorate 72(Color) Location 0
Decorate 74(Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -210,6 +215,10 @@ gl_FragCoord origin is upper left
68(o2): 60(ptr) Variable UniformConstant
69(o3): 63(ptr) Variable UniformConstant
70(o4): 65(ptr) Variable UniformConstant
71: TypePointer Output 7(fvec4)
72(Color): 71(ptr) Variable Output
73: TypePointer Output 6(float)
74(Depth): 73(ptr) Variable Output
4(main): 2 Function None 3
5: Label
9(r00): 8(ptr) Variable Function