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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0:36 1.000000
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0:38 Sequence
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0:38 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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0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 Branch: Return
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0:? Linker Objects
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@@ -147,7 +147,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCubeArray)
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0:? 'g_tTexcdi4' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4' (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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@@ -286,7 +287,7 @@ gl_FragCoord origin is upper left
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0:36 1.000000
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0:38 Sequence
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0:38 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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0:38 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 Branch: Return
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0:? Linker Objects
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@@ -301,18 +302,19 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' (uniform textureCubeArray)
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0:? 'g_tTexcdi4' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4' (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 108
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// Id's are bound by 112
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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" 95
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EntryPoint Fragment 4 "main" 95 109 111
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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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@@ -337,6 +339,8 @@ gl_FragCoord origin is upper left
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Name 101 "g_tTexcdf4"
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Name 104 "g_tTexcdi4"
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Name 107 "g_tTexcdu4"
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Name 109 "Color"
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Name 111 "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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@@ -347,12 +351,13 @@ gl_FragCoord origin is upper left
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Decorate 71(g_tTex2di4) DescriptorSet 0
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Decorate 80(g_tTex2du4) DescriptorSet 0
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MemberDecorate 86(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 95(@entryPointOutput) Location 0
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Decorate 98(g_tTex1df4a) DescriptorSet 0
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Decorate 98(g_tTex1df4a) Binding 1
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Decorate 101(g_tTexcdf4) DescriptorSet 0
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Decorate 104(g_tTexcdi4) DescriptorSet 0
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Decorate 107(g_tTexcdu4) DescriptorSet 0
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Decorate 109(Color) Location 0
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Decorate 111(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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@@ -422,6 +427,10 @@ gl_FragCoord origin is upper left
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105: TypeImage 40(int) Cube array sampled format:Unknown
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106: TypePointer UniformConstant 105
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107(g_tTexcdu4): 106(ptr) Variable UniformConstant
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108: TypePointer Output 7(fvec4)
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109(Color): 108(ptr) Variable Output
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110: TypePointer Output 6(float)
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111(Depth): 110(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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