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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@@ -132,7 +132,7 @@ 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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@@ -158,7 +158,8 @@ 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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@@ -297,7 +298,7 @@ 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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@@ -323,18 +324,19 @@ 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 158
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// Id's are bound by 162
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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" 110
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EntryPoint Fragment 4 "main" 110 159 161
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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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@@ -370,6 +372,8 @@ gl_FragCoord origin is upper left
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Name 151 "g_tTexcdf4a"
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Name 154 "g_tTexcdi4a"
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Name 157 "g_tTexcdu4a"
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Name 159 "Color"
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Name 161 "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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@@ -379,7 +383,6 @@ gl_FragCoord origin is upper left
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Decorate 77(g_tTex2di4a) DescriptorSet 0
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Decorate 89(g_tTex2du4a) DescriptorSet 0
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MemberDecorate 99(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 110(@entryPointOutput) Location 0
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Decorate 115(g_tTex1df4) DescriptorSet 0
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Decorate 115(g_tTex1df4) Binding 0
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Decorate 118(g_tTex1di4) DescriptorSet 0
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@@ -396,6 +399,8 @@ gl_FragCoord origin is upper left
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Decorate 151(g_tTexcdf4a) DescriptorSet 0
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Decorate 154(g_tTexcdi4a) DescriptorSet 0
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Decorate 157(g_tTexcdu4a) DescriptorSet 0
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Decorate 159(Color) Location 0
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Decorate 161(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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@@ -503,6 +508,10 @@ gl_FragCoord origin is upper left
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155: TypeImage 44(int) Cube array sampled format:Unknown
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156: TypePointer UniformConstant 155
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157(g_tTexcdu4a): 156(ptr) Variable UniformConstant
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158: TypePointer Output 98(fvec4)
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159(Color): 158(ptr) Variable Output
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160: TypePointer Output 6(float)
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161(Depth): 160(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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