HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
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@@ -100,7 +100,7 @@ gl_FragCoord origin is upper left
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0:14 'input' (layout(location=0 ) in 4-component vector of float)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:15 add (temp 4-component vector of float)
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0:15 vector-scale (temp 4-component vector of float)
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0:15 Convert int to float (temp float)
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@@ -215,7 +215,7 @@ gl_FragCoord origin is upper left
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0:14 'input' (layout(location=0 ) in 4-component vector of float)
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0:15 Sequence
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0:15 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (out 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:15 add (temp 4-component vector of float)
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0:15 vector-scale (temp 4-component vector of float)
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0:15 Convert int to float (temp float)
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@@ -245,6 +245,7 @@ gl_FragCoord origin is upper left
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Name 57 "f"
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Name 83 "@entryPointOutput"
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Decorate 22(input) Location 0
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Decorate 83(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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