HLSL: allow mixed user & builtin members in hull shader output structure
Hull shaders have an implicitly arrayed output. This is handled by creating an arrayed form of the provided output type, and writing to the element of it indexed by InvocationID. The implicit indirection into that array was causing some troubles when copying to a split structure. handleAssign was able to handle simple symbol lvalues, but not an lvalue composed of an indirection into an array.
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@@ -29,7 +29,7 @@ triangle order = ccw
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
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0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
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0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
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0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float cpoint})
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0:? 'InvocationId' ( in uint InvocationID)
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0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
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@@ -85,7 +85,7 @@ triangle order = ccw
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0:? 'ip' ( temp 3-element array of structure{ temp 3-component vector of float cpoint})
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0:? 'ip' (layout( location=0) in 3-element array of structure{ temp 3-component vector of float cpoint})
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0:26 move second child to first child ( temp structure{ temp 3-component vector of float cpoint})
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0:26 indirect index ( temp structure{ temp 3-component vector of float cpoint})
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0:26 indirect index (layout( location=0) out structure{ temp 3-component vector of float cpoint})
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0:? '@entryPointOutput' (layout( location=0) out 3-element array of structure{ temp 3-component vector of float cpoint})
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0:? 'InvocationId' ( in uint InvocationID)
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0:26 Function Call: @main(struct-VS_OUT-vf31[3]; ( temp structure{ temp 3-component vector of float cpoint})
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