HLSL: Register all entry-point in/out as part of the interface.
This makes the interface be invariant, whether or not individual variables are used.
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@@ -167,6 +167,7 @@ Shader version: 450
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0:? 'o2' (uniform 2-component vector of int)
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0:? 'o3' (uniform 3-component vector of int)
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0:? 'o4' (uniform 4-component vector of int)
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
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Linked vertex stage:
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@@ -340,6 +341,7 @@ Shader version: 450
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0:? 'o2' (uniform 2-component vector of int)
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0:? 'o3' (uniform 3-component vector of int)
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0:? 'o4' (uniform 4-component vector of int)
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
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// Module Version 10000
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// Generated by (magic number): 80001
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