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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@ -150,7 +150,7 @@ gl_FragCoord origin is upper left
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0:73 1.000000
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0:75 Sequence
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0:75 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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0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 Branch: Return
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0:? Linker Objects
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@ -184,7 +184,8 @@ gl_FragCoord origin is upper left
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0:? 'o2' (uniform 2-component vector of int)
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0:? 'o3' (uniform 3-component vector of int)
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0:? 'o4' (uniform 4-component vector of int)
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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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@ -341,7 +342,7 @@ gl_FragCoord origin is upper left
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0:73 1.000000
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0:75 Sequence
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0:75 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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0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:75 Branch: Return
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0:? Linker Objects
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@ -375,11 +376,12 @@ gl_FragCoord origin is upper left
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0:? 'o2' (uniform 2-component vector of int)
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0:? 'o3' (uniform 3-component vector of int)
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0:? 'o4' (uniform 4-component vector of int)
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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 174
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// Id's are bound by 178
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Capability Shader
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Capability ImageGatherExtended
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@ -387,7 +389,7 @@ gl_FragCoord origin is upper left
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Capability SampledCubeArray
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 130
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EntryPoint Fragment 4 "main" 130 175 177
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 9 "g_tTex1df4"
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@ -425,6 +427,8 @@ gl_FragCoord origin is upper left
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Name 171 "g_tTexcdu4a"
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Name 172 "c1"
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Name 173 "o4"
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Name 175 "Color"
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Name 177 "Depth"
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Decorate 9(g_tTex1df4) DescriptorSet 0
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Decorate 9(g_tTex1df4) Binding 0
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Decorate 29(g_tTex1di4) DescriptorSet 0
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@ -436,7 +440,6 @@ gl_FragCoord origin is upper left
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Decorate 100(g_tTex3di4) DescriptorSet 0
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Decorate 110(g_tTex3du4) DescriptorSet 0
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MemberDecorate 118(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 130(@entryPointOutput) Location 0
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Decorate 135(g_sSamp) DescriptorSet 0
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Decorate 135(g_sSamp) Binding 0
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Decorate 138(g_tTexcdf4) DescriptorSet 0
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@ -451,6 +454,8 @@ gl_FragCoord origin is upper left
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Decorate 165(g_tTexcdf4a) DescriptorSet 0
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Decorate 168(g_tTexcdi4a) DescriptorSet 0
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Decorate 171(g_tTexcdu4a) DescriptorSet 0
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Decorate 175(Color) Location 0
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Decorate 177(Depth) BuiltIn FragDepth
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@ -553,6 +558,10 @@ gl_FragCoord origin is upper left
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171(g_tTexcdu4a): 170(ptr) Variable UniformConstant
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172(c1): 17(ptr) Variable UniformConstant
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173(o4): 88(ptr) Variable UniformConstant
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174: TypePointer Output 25(fvec4)
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175(Color): 174(ptr) Variable Output
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176: TypePointer Output 6(float)
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177(Depth): 176(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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120(psout): 119(ptr) Variable Function
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