WIP: HLSL: preserve empty structures after splitting

This commit is contained in:
steve-lunarg 2017-03-09 19:10:57 -07:00
parent 6e1d50a7a2
commit 4198b8bfc4
8 changed files with 72 additions and 20 deletions

View file

@ -53,6 +53,7 @@ Shader version: 450
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? '@entryPointOutput' (layout(location=0 ) out structure{})
Linked vertex stage:
@ -112,17 +113,18 @@ Shader version: 450
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1D)
0:? '@entryPointOutput' (layout(location=0 ) out structure{})
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 48
// Id's are bound by 51
Capability Shader
Capability Sampled1D
Capability ImageQuery
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Vertex 4 "main" 42
EntryPoint Vertex 4 "main" 42 50
Name 4 "main"
Name 8 "VS_OUTPUT"
MemberName 8(VS_OUTPUT) 0 "Pos"
@ -135,11 +137,14 @@ Shader version: 450
Name 33 "vsout"
Name 42 "@entryPointOutput_Pos"
Name 47 "g_sSamp"
Name 48 "VS_OUTPUT"
Name 50 "@entryPointOutput"
Decorate 17(g_tTex1df4) DescriptorSet 0
Decorate 17(g_tTex1df4) Binding 0
Decorate 42(@entryPointOutput_Pos) BuiltIn Position
Decorate 47(g_sSamp) DescriptorSet 0
Decorate 47(g_sSamp) Binding 0
Decorate 50(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -163,6 +168,9 @@ Shader version: 450
45: TypeSampler
46: TypePointer UniformConstant 45
47(g_sSamp): 46(ptr) Variable UniformConstant
48(VS_OUTPUT): TypeStruct
49: TypePointer Output 48(VS_OUTPUT)
50(@entryPointOutput): 49(ptr) Variable Output
4(main): 2 Function None 3
5: Label
43:8(VS_OUTPUT) FunctionCall 10(@main()