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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@@ -195,7 +195,7 @@ gl_FragCoord origin is upper left
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0:46 1.000000
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0:48 Sequence
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0:48 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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0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Branch: Return
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0:? Linker Objects
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@@ -213,7 +213,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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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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@@ -415,7 +416,7 @@ gl_FragCoord origin is upper left
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0:46 1.000000
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0:48 Sequence
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0:48 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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0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:48 Branch: Return
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0:? Linker Objects
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@@ -433,17 +434,18 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCube)
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0:? 'g_tTexcdi4' (uniform itextureCube)
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0:? 'g_tTexcdu4' (uniform utextureCube)
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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 154
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// Id's are bound by 158
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 141
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EntryPoint Fragment 4 "main" 141 155 157
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "txval10"
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@@ -474,6 +476,8 @@ gl_FragCoord origin is upper left
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Name 147 "g_tTexcdf4"
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Name 150 "g_tTexcdi4"
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Name 153 "g_tTexcdu4"
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Name 155 "Color"
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Name 157 "Depth"
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Decorate 12(g_tTex1df4) DescriptorSet 0
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Decorate 12(g_tTex1df4) Binding 0
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Decorate 16(g_sSamp) DescriptorSet 0
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@@ -487,12 +491,13 @@ gl_FragCoord origin is upper left
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Decorate 110(g_tTex3di4) DescriptorSet 0
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Decorate 121(g_tTex3du4) DescriptorSet 0
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MemberDecorate 132(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 141(@entryPointOutput) Location 0
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Decorate 144(g_tTex1df4a) DescriptorSet 0
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Decorate 144(g_tTex1df4a) Binding 1
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Decorate 147(g_tTexcdf4) DescriptorSet 0
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Decorate 150(g_tTexcdi4) DescriptorSet 0
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Decorate 153(g_tTexcdu4) DescriptorSet 0
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Decorate 155(Color) Location 0
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Decorate 157(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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@@ -593,6 +598,10 @@ gl_FragCoord origin is upper left
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151: TypeImage 38(int) Cube sampled format:Unknown
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152: TypePointer UniformConstant 151
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153(g_tTexcdu4): 152(ptr) Variable UniformConstant
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154: TypePointer Output 7(fvec4)
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155(Color): 154(ptr) Variable Output
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156: TypePointer Output 6(float)
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157(Depth): 156(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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9(txval10): 8(ptr) Variable Function
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