Tests: More broadly use automapping binding/location.
This adds or changes binding/location decorations in 100s of shaders. It also allows more output (spv.register.autoassign.rangetest.frag) due to allowing ioMap() to fail.
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@@ -507,7 +507,7 @@ using depth_any
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Name 160 "g_tTexcdi4"
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Name 163 "g_tTexcdu4"
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Decorate 16(g_tTex2df4) DescriptorSet 0
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Decorate 16(g_tTex2df4) Binding 0
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Decorate 16(g_tTex2df4) Binding 2
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Decorate 20(g_sSampCmp) DescriptorSet 0
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Decorate 20(g_sSampCmp) Binding 0
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MemberDecorate 26($Global) 0 Offset 0
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@@ -516,11 +516,11 @@ using depth_any
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MemberDecorate 26($Global) 3 Offset 32
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Decorate 26($Global) Block
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Decorate 28 DescriptorSet 0
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Decorate 28 Binding 0
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Decorate 28 Binding 5
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Decorate 44(g_tTex2di4) DescriptorSet 0
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Decorate 44(g_tTex2di4) Binding 0
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Decorate 44(g_tTex2di4) Binding 3
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Decorate 60(g_tTex2du4) DescriptorSet 0
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Decorate 60(g_tTex2du4) Binding 0
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Decorate 60(g_tTex2du4) Binding 4
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Decorate 129(@entryPointOutput.Color) Location 0
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Decorate 133(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 138(g_tTex1df4a) DescriptorSet 0
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