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.
This commit is contained in:
John Kessenich
2016-09-12 11:55:47 -06:00
parent b3e24e4359
commit deb4940c17
98 changed files with 448 additions and 19 deletions

View File

@@ -167,6 +167,7 @@ Shader version: 450
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
Linked vertex stage:
@@ -340,6 +341,7 @@ Shader version: 450
0:? 'o2' (uniform 2-component vector of int)
0:? 'o3' (uniform 3-component vector of int)
0:? 'o4' (uniform 4-component vector of int)
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
// Module Version 10000
// Generated by (magic number): 80001