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

@@ -141,7 +141,7 @@ gl_FragCoord origin is upper left
0:58 1.000000
0:60 Sequence
0:60 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})
0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 Branch: Return
0:? Linker Objects
@@ -167,7 +167,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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:
@@ -315,7 +316,7 @@ gl_FragCoord origin is upper left
0:58 1.000000
0:60 Sequence
0:60 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})
0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:60 Branch: Return
0:? Linker Objects
@@ -341,18 +342,19 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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 177
// Id's are bound by 181
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 138
EntryPoint Fragment 4 "main" 138 178 180
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "r00"
@@ -391,6 +393,8 @@ gl_FragCoord origin is upper left
Name 170 "g_tTexcdf4a"
Name 173 "g_tTexcdi4a"
Name 176 "g_tTexcdu4a"
Name 178 "Color"
Name 180 "Depth"
Decorate 11(g_tTex1df4) DescriptorSet 0
Decorate 11(g_tTex1df4) Binding 0
Decorate 15(g_sSamp) DescriptorSet 0
@@ -404,7 +408,6 @@ gl_FragCoord origin is upper left
Decorate 105(g_tTexcdi4) DescriptorSet 0
Decorate 117(g_tTexcdu4) DescriptorSet 0
MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 138(@entryPointOutput) Location 0
Decorate 143(g_tTex3df4) DescriptorSet 0
Decorate 146(g_tTex3di4) DescriptorSet 0
Decorate 149(g_tTex3du4) DescriptorSet 0
@@ -417,6 +420,8 @@ gl_FragCoord origin is upper left
Decorate 170(g_tTexcdf4a) DescriptorSet 0
Decorate 173(g_tTexcdi4a) DescriptorSet 0
Decorate 176(g_tTexcdu4a) DescriptorSet 0
Decorate 178(Color) Location 0
Decorate 180(Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -525,6 +530,10 @@ gl_FragCoord origin is upper left
174: TypeImage 37(int) Cube array sampled format:Unknown
175: TypePointer UniformConstant 174
176(g_tTexcdu4a): 175(ptr) Variable UniformConstant
177: TypePointer Output 126(fvec4)
178(Color): 177(ptr) Variable Output
179: TypePointer Output 6(float)
180(Depth): 179(ptr) Variable Output
4(main): 2 Function None 3
5: Label
8(r00): 7(ptr) Variable Function