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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@@ -114,7 +114,7 @@ gl_FragCoord origin is upper left
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0:66 1.000000
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0:68 Sequence
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0:68 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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0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:68 Branch: Return
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0:? Linker Objects
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@@ -148,7 +148,8 @@ 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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@@ -269,7 +270,7 @@ gl_FragCoord origin is upper left
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0:66 1.000000
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0:68 Sequence
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0:68 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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0:68 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:68 Branch: Return
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0:? Linker Objects
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@@ -303,11 +304,12 @@ 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 151
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// Id's are bound by 155
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Capability Shader
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Capability ImageGatherExtended
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@@ -315,7 +317,7 @@ 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" 96
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EntryPoint Fragment 4 "main" 96 152 154
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "g_tTex1df4a"
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@@ -353,6 +355,8 @@ gl_FragCoord origin is upper left
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Name 148 "c2"
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Name 149 "o3"
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Name 150 "o4"
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Name 152 "Color"
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Name 154 "Depth"
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Decorate 9(g_tTex1df4a) DescriptorSet 0
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Decorate 29(g_tTex1di4a) DescriptorSet 0
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Decorate 40(g_tTex1du4a) DescriptorSet 0
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@@ -360,7 +364,6 @@ gl_FragCoord origin is upper left
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Decorate 66(g_tTex2di4a) DescriptorSet 0
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Decorate 76(g_tTex2du4a) DescriptorSet 0
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MemberDecorate 84(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 96(@entryPointOutput) Location 0
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Decorate 101(g_sSamp) DescriptorSet 0
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Decorate 101(g_sSamp) Binding 0
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Decorate 104(g_tTex1df4) DescriptorSet 0
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@@ -379,6 +382,8 @@ gl_FragCoord origin is upper left
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Decorate 140(g_tTexcdf4a) DescriptorSet 0
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Decorate 143(g_tTexcdi4a) DescriptorSet 0
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Decorate 146(g_tTexcdu4a) DescriptorSet 0
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Decorate 152(Color) Location 0
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Decorate 154(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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@@ -479,6 +484,10 @@ gl_FragCoord origin is upper left
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148(c2): 60(ptr) Variable UniformConstant
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149(o3): 13(ptr) Variable UniformConstant
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150(o4): 53(ptr) Variable UniformConstant
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151: TypePointer Output 25(fvec4)
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152(Color): 151(ptr) Variable Output
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153: TypePointer Output 6(float)
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154(Depth): 153(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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86(psout): 85(ptr) Variable Function
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