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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0:46 1.000000
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0:48 Sequence
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0:48 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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0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Branch: Return
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0:? Linker Objects
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@@ -159,7 +159,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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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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@@ -307,7 +308,7 @@ gl_FragCoord origin is upper left
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0:46 1.000000
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0:48 Sequence
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0:48 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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0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Branch: Return
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0:? Linker Objects
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@@ -325,17 +326,18 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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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 149
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// Id's are bound by 153
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 136
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EntryPoint Fragment 4 "main" 136 150 152
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "txval10"
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@@ -366,6 +368,8 @@ gl_FragCoord origin is upper left
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Name 142 "g_tTexcdf4"
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Name 145 "g_tTexcdi4"
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Name 148 "g_tTexcdu4"
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Name 150 "Color"
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Name 152 "Depth"
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Decorate 12(g_tTex1df4) DescriptorSet 0
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Decorate 12(g_tTex1df4) Binding 0
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Decorate 16(g_sSamp) DescriptorSet 0
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@@ -379,12 +383,13 @@ gl_FragCoord origin is upper left
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Decorate 105(g_tTex3di4) DescriptorSet 0
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Decorate 116(g_tTex3du4) DescriptorSet 0
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MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 136(@entryPointOutput) Location 0
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Decorate 139(g_tTex1df4a) DescriptorSet 0
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Decorate 139(g_tTex1df4a) Binding 1
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Decorate 142(g_tTexcdf4) DescriptorSet 0
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Decorate 145(g_tTexcdi4) DescriptorSet 0
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Decorate 148(g_tTexcdu4) DescriptorSet 0
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Decorate 150(Color) Location 0
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Decorate 152(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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@@ -480,6 +485,10 @@ gl_FragCoord origin is upper left
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146: TypeImage 36(int) Cube sampled format:Unknown
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147: TypePointer UniformConstant 146
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148(g_tTexcdu4): 147(ptr) Variable UniformConstant
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149: TypePointer Output 7(fvec4)
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150(Color): 149(ptr) Variable Output
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151: TypePointer Output 6(float)
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152(Depth): 151(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(txval10): 8(ptr) Variable Function
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