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.
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93 changed files with 951 additions and 495 deletions
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@ -1062,7 +1062,7 @@ gl_FragCoord origin is upper left
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0:277 1.000000
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0:279 Sequence
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0:279 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:279 Branch: Return
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0:? Linker Objects
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@ -1094,7 +1094,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
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0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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Linked fragment stage:
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@ -2163,7 +2164,7 @@ gl_FragCoord origin is upper left
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0:277 1.000000
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0:279 Sequence
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0:279 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:279 Branch: Return
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0:? Linker Objects
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@ -2195,11 +2196,12 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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0:? 'g_tTex2dmsi4a' (uniform itexture2DMSArray)
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0:? 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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// Module Version 10000
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// Generated by (magic number): 80001
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// Id's are bound by 540
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// Id's are bound by 544
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Capability Shader
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Capability Sampled1D
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@ -2208,7 +2210,7 @@ gl_FragCoord origin is upper left
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Capability ImageQuery
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 534
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EntryPoint Fragment 4 "main" 534 541 543
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "sizeQueryTemp"
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@ -2298,6 +2300,8 @@ gl_FragCoord origin is upper left
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Name 524 "psout"
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Name 534 "@entryPointOutput"
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Name 539 "g_sSamp"
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Name 541 "Color"
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Name 543 "Depth"
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Decorate 12(g_tTex1df4) DescriptorSet 0
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Decorate 12(g_tTex1df4) Binding 0
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Decorate 29(g_tTex1di4) DescriptorSet 0
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@ -2327,9 +2331,10 @@ gl_FragCoord origin is upper left
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Decorate 496(g_tTex2dmsi4a) DescriptorSet 0
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Decorate 510(g_tTex2dmsu4a) DescriptorSet 0
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MemberDecorate 522(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 534(@entryPointOutput) Location 0
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Decorate 539(g_sSamp) DescriptorSet 0
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Decorate 539(g_sSamp) Binding 0
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Decorate 541(Color) Location 0
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Decorate 543(Depth) BuiltIn FragDepth
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 0
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@ -2441,6 +2446,10 @@ gl_FragCoord origin is upper left
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537: TypeSampler
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538: TypePointer UniformConstant 537
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539(g_sSamp): 538(ptr) Variable UniformConstant
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540: TypePointer Output 521(fvec4)
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541(Color): 540(ptr) Variable Output
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542: TypePointer Output 9(float)
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543(Depth): 542(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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8(sizeQueryTemp): 7(ptr) Variable Function
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