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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@ -45,14 +45,15 @@ ERROR: node is still EOpNull!
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0:20 1.000000
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0:22 Sequence
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0:22 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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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:22 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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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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@ -99,13 +100,14 @@ ERROR: node is still EOpNull!
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0:20 1.000000
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0:22 Sequence
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0:22 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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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:22 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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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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SPIR-V is not generated for failed compile or link
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