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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0:34 1.000000
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0:36 Sequence
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0:36 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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0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:36 Branch: Return
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0:? Linker Objects
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@@ -126,7 +126,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4' (uniform texture2DArray)
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0:? 'g_tTex2di4' (uniform itexture2DArray)
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0:? 'g_tTex2du4' (uniform utexture2DArray)
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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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@@ -247,7 +248,7 @@ gl_FragCoord origin is upper left
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0:34 1.000000
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0:36 Sequence
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0:36 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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0:36 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:36 Branch: Return
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0:? Linker Objects
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@@ -259,17 +260,18 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4' (uniform texture2DArray)
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0:? 'g_tTex2di4' (uniform itexture2DArray)
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0:? 'g_tTex2du4' (uniform utexture2DArray)
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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 106
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// Id's are bound by 110
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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" 102
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EntryPoint Fragment 4 "main" 102 107 109
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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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@@ -291,6 +293,8 @@ gl_FragCoord origin is upper left
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Name 95 "psout"
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Name 102 "@entryPointOutput"
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Name 105 "g_tTex1df4a"
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Name 107 "Color"
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Name 109 "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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@@ -301,9 +305,10 @@ gl_FragCoord origin is upper left
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Decorate 73(g_tTex2di4) DescriptorSet 0
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Decorate 83(g_tTex2du4) DescriptorSet 0
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MemberDecorate 93(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 102(@entryPointOutput) Location 0
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Decorate 105(g_tTex1df4a) DescriptorSet 0
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Decorate 105(g_tTex1df4a) Binding 1
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Decorate 107(Color) Location 0
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Decorate 109(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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@@ -371,6 +376,10 @@ gl_FragCoord origin is upper left
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101: TypePointer Output 93(PS_OUTPUT)
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102(@entryPointOutput): 101(ptr) Variable Output
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105(g_tTex1df4a): 11(ptr) Variable UniformConstant
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106: TypePointer Output 7(fvec4)
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107(Color): 106(ptr) Variable Output
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108: TypePointer Output 6(float)
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109(Depth): 108(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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