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

@@ -8,7 +8,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:3 Sequence
0:3 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)
0:3 sine (global 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Branch: Return
@@ -27,7 +27,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:3 Sequence
0:3 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)
0:3 sine (global 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Branch: Return
@@ -45,6 +45,7 @@ gl_FragCoord origin is upper left
Name 4 "PixelShaderFunction"
Name 9 "@entryPointOutput"
Name 11 "input"
Decorate 9(@entryPointOutput) Location 0
Decorate 11(input) Location 0
2: TypeVoid
3: TypeFunction 2