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.
This commit is contained in:
John Kessenich
2016-09-16 01:44:43 -06:00
parent 7f702124ec
commit 7dc630f3da
93 changed files with 951 additions and 495 deletions

View File

@@ -181,7 +181,7 @@ Shader version: 450
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
Linked vertex stage:
@@ -369,7 +369,7 @@ Shader version: 450
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
// Module Version 10000
// Generated by (magic number): 80001