HLSL: Correct use of isPerVertexBuiltIn() to be isClipOrCullDistance().
This allows removal of isPerVertexBuiltIn(). It also leads to removal of addInterstageIoToLinkage(), which is no longer needed. Includes related name improvements.
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@@ -42,6 +42,7 @@ Shader version: 500
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? 'Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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@@ -92,6 +93,7 @@ Shader version: 500
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? 'Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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