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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@@ -126,7 +126,7 @@ gl_FragCoord origin is upper left
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0:63 1.000000
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0:65 Sequence
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0:65 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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0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:65 Branch: Return
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0:? Linker Objects
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@@ -152,7 +152,8 @@ 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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@@ -285,7 +286,7 @@ gl_FragCoord origin is upper left
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0:63 1.000000
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0:65 Sequence
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0:65 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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0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:65 Branch: Return
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0:? Linker Objects
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@@ -311,18 +312,19 @@ 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 152
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// Id's are bound by 156
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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" 104
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EntryPoint Fragment 4 "main" 104 153 155
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "r01"
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@@ -358,6 +360,8 @@ gl_FragCoord origin is upper left
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Name 145 "g_tTexcdf4a"
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Name 148 "g_tTexcdi4a"
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Name 151 "g_tTexcdu4a"
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Name 153 "Color"
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Name 155 "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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@@ -368,7 +372,6 @@ gl_FragCoord origin is upper left
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Decorate 71(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 104(@entryPointOutput) Location 0
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Decorate 109(g_tTex3df4) DescriptorSet 0
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Decorate 112(g_tTex3di4) DescriptorSet 0
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Decorate 115(g_tTex3du4) DescriptorSet 0
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@@ -384,6 +387,8 @@ gl_FragCoord origin is upper left
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Decorate 145(g_tTexcdf4a) DescriptorSet 0
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Decorate 148(g_tTexcdi4a) DescriptorSet 0
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Decorate 151(g_tTexcdu4a) DescriptorSet 0
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Decorate 153(Color) Location 0
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Decorate 155(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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@@ -488,6 +493,10 @@ gl_FragCoord origin is upper left
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149: TypeImage 39(int) Cube array sampled format:Unknown
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150: TypePointer UniformConstant 149
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151(g_tTexcdu4a): 150(ptr) Variable UniformConstant
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152: TypePointer Output 92(fvec4)
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153(Color): 152(ptr) Variable Output
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154: TypePointer Output 6(float)
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155(Depth): 154(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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8(r01): 7(ptr) Variable Function
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