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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@@ -171,7 +171,7 @@ gl_FragCoord origin is upper left
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0:48 1.000000
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0:50 Sequence
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0:50 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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0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 Branch: Return
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0:? Linker Objects
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@@ -189,7 +189,8 @@ 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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@@ -367,7 +368,7 @@ gl_FragCoord origin is upper left
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0:48 1.000000
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0:50 Sequence
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0:50 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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0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:50 Branch: Return
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0:? Linker Objects
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@@ -385,17 +386,18 @@ 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 158
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// Id's are bound by 162
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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" 154
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EntryPoint Fragment 4 "main" 154 159 161
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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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@@ -429,6 +431,8 @@ gl_FragCoord origin is upper left
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Name 145 "psout"
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Name 154 "@entryPointOutput"
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Name 157 "g_tTex1df4a"
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Name 159 "Color"
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Name 161 "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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@@ -445,9 +449,10 @@ gl_FragCoord origin is upper left
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Decorate 128(g_tTexcdi4) DescriptorSet 0
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Decorate 137(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 143(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 154(@entryPointOutput) Location 0
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Decorate 157(g_tTex1df4a) DescriptorSet 0
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Decorate 157(g_tTex1df4a) Binding 1
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Decorate 159(Color) Location 0
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Decorate 161(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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@@ -537,6 +542,10 @@ gl_FragCoord origin is upper left
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153: TypePointer Output 143(PS_OUTPUT)
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154(@entryPointOutput): 153(ptr) Variable Output
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157(g_tTex1df4a): 11(ptr) Variable UniformConstant
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158: TypePointer Output 7(fvec4)
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159(Color): 158(ptr) Variable Output
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160: TypePointer Output 6(float)
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161(Depth): 160(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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