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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@ -4,7 +4,7 @@ Shader version: 450
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0:7 Function Definition: main(vf4;struct-VI-vf4[2]-vu21;vf4; (global 4-component vector of float Position)
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0:7 Function Parameters:
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0:7 'd' (layout(location=0 ) in 4-component vector of float)
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0:7 'vi' (layout(location=1 ) in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord})
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0:7 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord})
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0:7 'e' (layout(location=4 ) in 4-component vector of float)
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0:? Sequence
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0:8 Sequence
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@ -47,7 +47,7 @@ Shader version: 450
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0:7 Function Definition: main(vf4;struct-VI-vf4[2]-vu21;vf4; (global 4-component vector of float Position)
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0:7 Function Parameters:
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0:7 'd' (layout(location=0 ) in 4-component vector of float)
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0:7 'vi' (layout(location=1 ) in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord})
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0:7 'vi' (in structure{temp 2-element array of 4-component vector of float m, temp 2-component vector of uint coord})
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0:7 'e' (layout(location=4 ) in 4-component vector of float)
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0:? Sequence
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0:8 Sequence
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