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

@@ -171,7 +171,7 @@ gl_FragCoord origin is upper left
0:48 1.000000
0:50 Sequence
0:50 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})
0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Branch: Return
0:? Linker Objects
@@ -189,7 +189,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
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:
@@ -367,7 +368,7 @@ gl_FragCoord origin is upper left
0:48 1.000000
0:50 Sequence
0:50 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})
0:50 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Branch: Return
0:? Linker Objects
@@ -385,17 +386,18 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
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 158
// Id's are bound by 162
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 154
EntryPoint Fragment 4 "main" 154 159 161
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "txval10"
@@ -429,6 +431,8 @@ gl_FragCoord origin is upper left
Name 145 "psout"
Name 154 "@entryPointOutput"
Name 157 "g_tTex1df4a"
Name 159 "Color"
Name 161 "Depth"
Decorate 12(g_tTex1df4) DescriptorSet 0
Decorate 12(g_tTex1df4) Binding 0
Decorate 16(g_sSamp) DescriptorSet 0
@@ -445,9 +449,10 @@ gl_FragCoord origin is upper left
Decorate 128(g_tTexcdi4) DescriptorSet 0
Decorate 137(g_tTexcdu4) DescriptorSet 0
MemberDecorate 143(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 154(@entryPointOutput) Location 0
Decorate 157(g_tTex1df4a) DescriptorSet 0
Decorate 157(g_tTex1df4a) Binding 1
Decorate 159(Color) Location 0
Decorate 161(Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -537,6 +542,10 @@ gl_FragCoord origin is upper left
153: TypePointer Output 143(PS_OUTPUT)
154(@entryPointOutput): 153(ptr) Variable Output
157(g_tTex1df4a): 11(ptr) Variable UniformConstant
158: TypePointer Output 7(fvec4)
159(Color): 158(ptr) Variable Output
160: TypePointer Output 6(float)
161(Depth): 160(ptr) Variable Output
4(main): 2 Function None 3
5: Label
9(txval10): 8(ptr) Variable Function