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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@ -114,7 +114,7 @@ gl_FragCoord origin is upper left
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0:63 1.000000
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0:65 Sequence
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0:65 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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0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:65 Branch: Return
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0:? Linker Objects
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@ -140,7 +140,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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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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@ -261,7 +262,7 @@ gl_FragCoord origin is upper left
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0:63 1.000000
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0:65 Sequence
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0:65 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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0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:65 Branch: Return
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0:? Linker Objects
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@ -287,18 +288,19 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' (uniform textureCubeArray)
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0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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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 151
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// Id's are bound by 155
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Capability Shader
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Capability Sampled1D
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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" 103
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EntryPoint Fragment 4 "main" 103 152 154
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ExecutionMode 4 OriginUpperLeft
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Name 4 "main"
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Name 8 "r01"
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@ -334,6 +336,8 @@ gl_FragCoord origin is upper left
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Name 144 "g_tTexcdf4a"
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Name 147 "g_tTexcdi4a"
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Name 150 "g_tTexcdu4a"
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Name 152 "Color"
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Name 154 "Depth"
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Decorate 11(g_tTex1df4) DescriptorSet 0
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Decorate 11(g_tTex1df4) Binding 0
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Decorate 15(g_sSamp) DescriptorSet 0
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@ -344,7 +348,6 @@ gl_FragCoord origin is upper left
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Decorate 70(g_tTex2di4) DescriptorSet 0
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Decorate 82(g_tTex2du4) DescriptorSet 0
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MemberDecorate 92(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 103(@entryPointOutput) Location 0
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Decorate 108(g_tTex3df4) DescriptorSet 0
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Decorate 111(g_tTex3di4) DescriptorSet 0
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Decorate 114(g_tTex3du4) DescriptorSet 0
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@ -360,6 +363,8 @@ gl_FragCoord origin is upper left
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Decorate 144(g_tTexcdf4a) DescriptorSet 0
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Decorate 147(g_tTexcdi4a) DescriptorSet 0
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Decorate 150(g_tTexcdu4a) DescriptorSet 0
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Decorate 152(Color) Location 0
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Decorate 154(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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@ -463,6 +468,10 @@ gl_FragCoord origin is upper left
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148: TypeImage 38(int) Cube array sampled format:Unknown
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149: TypePointer UniformConstant 148
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150(g_tTexcdu4a): 149(ptr) Variable UniformConstant
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151: TypePointer Output 91(fvec4)
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152(Color): 151(ptr) Variable Output
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153: TypePointer Output 6(float)
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154(Depth): 153(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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8(r01): 7(ptr) Variable Function
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