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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@@ -159,7 +159,7 @@ gl_FragCoord origin is upper left
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0:58 1.000000
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0:60 Sequence
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0:60 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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0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:60 Branch: Return
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0:? Linker Objects
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@@ -185,7 +185,8 @@ 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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@@ -351,7 +352,7 @@ gl_FragCoord origin is upper left
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0:58 1.000000
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0:60 Sequence
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0:60 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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0:60 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:60 Branch: Return
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0:? Linker Objects
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@@ -377,18 +378,19 @@ 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 178
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// Id's are bound by 182
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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" 139
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EntryPoint Fragment 4 "main" 139 179 181
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "r00"
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@@ -427,6 +429,8 @@ gl_FragCoord origin is upper left
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Name 171 "g_tTexcdf4a"
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Name 174 "g_tTexcdi4a"
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Name 177 "g_tTexcdu4a"
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Name 179 "Color"
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Name 181 "Depth"
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Decorate 11(g_tTex1df4) DescriptorSet 0
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Decorate 11(g_tTex1df4) Binding 0
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Decorate 15(g_sSamp) DescriptorSet 0
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@@ -440,7 +444,6 @@ gl_FragCoord origin is upper left
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Decorate 106(g_tTexcdi4) DescriptorSet 0
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Decorate 118(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 139(@entryPointOutput) Location 0
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Decorate 144(g_tTex3df4) DescriptorSet 0
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Decorate 147(g_tTex3di4) DescriptorSet 0
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Decorate 150(g_tTex3du4) DescriptorSet 0
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@@ -453,6 +456,8 @@ gl_FragCoord origin is upper left
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Decorate 171(g_tTexcdf4a) DescriptorSet 0
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Decorate 174(g_tTexcdi4a) DescriptorSet 0
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Decorate 177(g_tTexcdu4a) DescriptorSet 0
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Decorate 179(Color) Location 0
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Decorate 181(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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@@ -562,6 +567,10 @@ gl_FragCoord origin is upper left
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175: TypeImage 38(int) Cube array sampled format:Unknown
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176: TypePointer UniformConstant 175
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177(g_tTexcdu4a): 176(ptr) Variable UniformConstant
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178: TypePointer Output 127(fvec4)
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179(Color): 178(ptr) Variable Output
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180: TypePointer Output 6(float)
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181(Depth): 180(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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8(r00): 7(ptr) Variable Function
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