HLSL: Start location numbering with the entry-point return value.

Also, increment location numbers by the size of the objects.
This commit is contained in:
John Kessenich
2016-08-29 18:10:47 -06:00
parent a05d8b5604
commit 830b0cc98b
89 changed files with 2517 additions and 2157 deletions

View File

@@ -24,7 +24,7 @@ gl_FragCoord origin is upper left
0:5 Loop Body
0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Branch: Return
0:? Linker Objects
@@ -58,7 +58,7 @@ gl_FragCoord origin is upper left
0:5 Loop Body
0:5 Sequence
0:5 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Branch: Return
0:? Linker Objects
@@ -75,6 +75,7 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 23 "@entryPointOutput"
Name 25 "input"
Decorate 23(@entryPointOutput) Location 0
Decorate 25(input) Location 0
2: TypeVoid
3: TypeFunction 2