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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@@ -120,7 +120,7 @@ gl_FragCoord origin is upper left
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0:64 1.000000
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0:66 Sequence
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0:66 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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0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:66 Branch: Return
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0:? Linker Objects
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@@ -146,7 +146,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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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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@@ -273,7 +274,7 @@ gl_FragCoord origin is upper left
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0:64 1.000000
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0:66 Sequence
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0:66 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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0:66 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:66 Branch: Return
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0:? Linker Objects
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@@ -299,18 +300,19 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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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 157
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// Id's are bound by 161
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Capability Shader
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Capability Sampled1D
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Capability SampledCubeArray
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 109
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EntryPoint Fragment 4 "main" 109 158 160
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "r11"
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@@ -346,6 +348,8 @@ gl_FragCoord origin is upper left
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Name 150 "g_tTexcdf4a"
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Name 153 "g_tTexcdi4a"
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Name 156 "g_tTexcdu4a"
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Name 158 "Color"
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Name 160 "Depth"
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Decorate 11(g_tTex1df4a) DescriptorSet 0
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Decorate 15(g_sSamp) DescriptorSet 0
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Decorate 15(g_sSamp) Binding 0
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@@ -355,7 +359,6 @@ gl_FragCoord origin is upper left
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Decorate 76(g_tTex2di4a) DescriptorSet 0
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Decorate 88(g_tTex2du4a) DescriptorSet 0
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MemberDecorate 98(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 109(@entryPointOutput) Location 0
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Decorate 114(g_tTex1df4) DescriptorSet 0
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Decorate 114(g_tTex1df4) Binding 0
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Decorate 117(g_tTex1di4) DescriptorSet 0
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@@ -372,6 +375,8 @@ gl_FragCoord origin is upper left
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Decorate 150(g_tTexcdf4a) DescriptorSet 0
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Decorate 153(g_tTexcdi4a) DescriptorSet 0
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Decorate 156(g_tTexcdu4a) DescriptorSet 0
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Decorate 158(Color) Location 0
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Decorate 160(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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@@ -478,6 +483,10 @@ gl_FragCoord origin is upper left
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154: TypeImage 43(int) Cube array sampled format:Unknown
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155: TypePointer UniformConstant 154
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156(g_tTexcdu4a): 155(ptr) Variable UniformConstant
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157: TypePointer Output 97(fvec4)
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158(Color): 157(ptr) Variable Output
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159: TypePointer Output 6(float)
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160(Depth): 159(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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8(r11): 7(ptr) Variable Function
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