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

@@ -159,7 +159,7 @@ gl_FragCoord origin is upper left
0:46 1.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
@@ -177,7 +177,8 @@ gl_FragCoord origin is upper left
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 Color, temp float FragDepth Depth})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
Linked fragment stage:
@@ -343,7 +344,7 @@ gl_FragCoord origin is upper left
0:46 1.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
@@ -361,17 +362,18 @@ gl_FragCoord origin is upper left
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 Color, temp float FragDepth Depth})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 150
// Id's are bound by 154
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 137
EntryPoint Fragment 4 "main" 137 151 153
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 9 "txval10"
@@ -402,6 +404,8 @@ gl_FragCoord origin is upper left
Name 143 "g_tTexcdf4"
Name 146 "g_tTexcdi4"
Name 149 "g_tTexcdu4"
Name 151 "Color"
Name 153 "Depth"
Decorate 12(g_tTex1df4) DescriptorSet 0
Decorate 12(g_tTex1df4) Binding 0
Decorate 16(g_sSamp) DescriptorSet 0
@@ -415,12 +419,13 @@ gl_FragCoord origin is upper left
Decorate 106(g_tTex3di4) DescriptorSet 0
Decorate 117(g_tTex3du4) DescriptorSet 0
MemberDecorate 128(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 137(@entryPointOutput) Location 0
Decorate 140(g_tTex1df4a) DescriptorSet 0
Decorate 140(g_tTex1df4a) Binding 1
Decorate 143(g_tTexcdf4) DescriptorSet 0
Decorate 146(g_tTexcdi4) DescriptorSet 0
Decorate 149(g_tTexcdu4) DescriptorSet 0
Decorate 151(Color) Location 0
Decorate 153(Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -517,6 +522,10 @@ gl_FragCoord origin is upper left
147: TypeImage 37(int) Cube sampled format:Unknown
148: TypePointer UniformConstant 147
149(g_tTexcdu4): 148(ptr) Variable UniformConstant
150: TypePointer Output 7(fvec4)
151(Color): 150(ptr) Variable Output
152: TypePointer Output 6(float)
153(Depth): 152(ptr) Variable Output
4(main): 2 Function None 3
5: Label
9(txval10): 8(ptr) Variable Function