HLSL: Flatten all input/output structs, regardless of stage.

This is needed because an output structure can contain embedded built-ins
(like SV_Position) which should not get locations assigned.
This commit is contained in:
John Kessenich
2016-09-16 01:52:14 -06:00
parent 7dc630f3da
commit f8e494c18c
7 changed files with 53 additions and 38 deletions

View File

@@ -217,7 +217,7 @@ Shader version: 450
0:? 0.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:48 Branch: Return
0:? Linker Objects
@@ -235,7 +235,7 @@ Shader version: 450
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
0:? 'Pos' (out 4-component vector of float Position)
Linked vertex stage:
@@ -459,7 +459,7 @@ Shader version: 450
0:? 0.000000
0:48 Sequence
0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos})
0:48 Branch: Return
0:? Linker Objects
@@ -477,17 +477,17 @@ Shader version: 450
0:? 'g_tTexcdf4' (uniform textureCube)
0:? 'g_tTexcdi4' (uniform itextureCube)
0:? 'g_tTexcdu4' (uniform utextureCube)
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
0:? 'Pos' (out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 160
// Id's are bound by 162
Capability Shader
Capability Sampled1D
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 156
EntryPoint Vertex 4 "main" 156 161
Name 4 "main"
Name 9 "txval10"
Name 12 "g_tTex1df4"
@@ -519,6 +519,7 @@ Shader version: 450
Name 150 "vsout"
Name 156 "@entryPointOutput"
Name 159 "g_tTex1df4a"
Name 161 "Pos"
Decorate 12(g_tTex1df4) DescriptorSet 0
Decorate 12(g_tTex1df4) Binding 0
Decorate 16(g_sSamp) DescriptorSet 0
@@ -535,9 +536,9 @@ Shader version: 450
Decorate 133(g_tTexcdi4) DescriptorSet 0
Decorate 142(g_tTexcdu4) DescriptorSet 0
MemberDecorate 148(VS_OUTPUT) 0 BuiltIn Position
Decorate 156(@entryPointOutput) Location 0
Decorate 159(g_tTex1df4a) DescriptorSet 0
Decorate 159(g_tTex1df4a) Binding 1
Decorate 161(Pos) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -630,6 +631,8 @@ Shader version: 450
155: TypePointer Output 148(VS_OUTPUT)
156(@entryPointOutput): 155(ptr) Variable Output
159(g_tTex1df4a): 11(ptr) Variable UniformConstant
160: TypePointer Output 7(fvec4)
161(Pos): 160(ptr) Variable Output
4(main): 2 Function None 3
5: Label
9(txval10): 8(ptr) Variable Function