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:
@@ -167,7 +167,7 @@ Shader version: 450
|
||||
0:? 'o2' (uniform 2-component vector of int)
|
||||
0:? 'o3' (uniform 3-component vector of int)
|
||||
0:? 'o4' (uniform 4-component vector of int)
|
||||
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
|
||||
|
||||
|
||||
Linked vertex stage:
|
||||
@@ -341,7 +341,7 @@ Shader version: 450
|
||||
0:? 'o2' (uniform 2-component vector of int)
|
||||
0:? 'o3' (uniform 3-component vector of int)
|
||||
0:? 'o4' (uniform 4-component vector of int)
|
||||
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
|
||||
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Position Pos})
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
|
||||
Reference in New Issue
Block a user