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.
This commit is contained in:
John Kessenich 2016-09-16 01:44:43 -06:00
parent 7f702124ec
commit 7dc630f3da
93 changed files with 951 additions and 495 deletions

View file

@ -114,7 +114,7 @@ gl_FragCoord origin is upper left
0:63 1.000000
0:65 Sequence
0:65 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Branch: Return
0:? Linker Objects
@ -140,7 +140,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
Linked fragment stage:
@ -261,7 +262,7 @@ gl_FragCoord origin is upper left
0:63 1.000000
0:65 Sequence
0:65 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:65 Branch: Return
0:? Linker Objects
@ -287,18 +288,19 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 151
// Id's are bound by 155
Capability Shader
Capability Sampled1D
Capability SampledCubeArray
1: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 4 "main" 103
EntryPoint Fragment 4 "main" 103 152 154
ExecutionMode 4 OriginUpperLeft
Name 4 "main"
Name 8 "r01"
@ -334,6 +336,8 @@ gl_FragCoord origin is upper left
Name 144 "g_tTexcdf4a"
Name 147 "g_tTexcdi4a"
Name 150 "g_tTexcdu4a"
Name 152 "Color"
Name 154 "Depth"
Decorate 11(g_tTex1df4) DescriptorSet 0
Decorate 11(g_tTex1df4) Binding 0
Decorate 15(g_sSamp) DescriptorSet 0
@ -344,7 +348,6 @@ gl_FragCoord origin is upper left
Decorate 70(g_tTex2di4) DescriptorSet 0
Decorate 82(g_tTex2du4) DescriptorSet 0
MemberDecorate 92(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 103(@entryPointOutput) Location 0
Decorate 108(g_tTex3df4) DescriptorSet 0
Decorate 111(g_tTex3di4) DescriptorSet 0
Decorate 114(g_tTex3du4) DescriptorSet 0
@ -360,6 +363,8 @@ gl_FragCoord origin is upper left
Decorate 144(g_tTexcdf4a) DescriptorSet 0
Decorate 147(g_tTexcdi4a) DescriptorSet 0
Decorate 150(g_tTexcdu4a) DescriptorSet 0
Decorate 152(Color) Location 0
Decorate 154(Depth) BuiltIn FragDepth
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -463,6 +468,10 @@ gl_FragCoord origin is upper left
148: TypeImage 38(int) Cube array sampled format:Unknown
149: TypePointer UniformConstant 148
150(g_tTexcdu4a): 149(ptr) Variable UniformConstant
151: TypePointer Output 91(fvec4)
152(Color): 151(ptr) Variable Output
153: TypePointer Output 6(float)
154(Depth): 153(ptr) Variable Output
4(main): 2 Function None 3
5: Label
8(r01): 7(ptr) Variable Function