HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
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@@ -15,7 +15,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Sequence
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0:3 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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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Branch: Return
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0:4 Loop with condition tested first
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@@ -55,7 +55,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:3 Sequence
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0:3 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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0:3 'input' (layout(location=0 ) in 4-component vector of float)
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0:3 Branch: Return
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0:4 Loop with condition tested first
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@@ -88,6 +88,7 @@ gl_FragCoord origin is upper left
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Name 14 "input"
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Name 22 "@entryPointOutput"
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Decorate 14(input) Location 0
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Decorate 22(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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11: TypeFloat 32
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