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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@@ -313,15 +313,15 @@ using depth_any
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Decorate 20(g_sSamp) DescriptorSet 0
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Decorate 20(g_sSamp) Binding 0
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Decorate 36(g_tTex1di4) DescriptorSet 0
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Decorate 36(g_tTex1di4) Binding 0
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Decorate 36(g_tTex1di4) Binding 2
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Decorate 51(g_tTex1du4) DescriptorSet 0
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Decorate 51(g_tTex1du4) Binding 0
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Decorate 51(g_tTex1du4) Binding 3
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Decorate 63(g_tTex2df4) DescriptorSet 0
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Decorate 63(g_tTex2df4) Binding 0
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Decorate 63(g_tTex2df4) Binding 4
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Decorate 76(g_tTex2di4) DescriptorSet 0
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Decorate 76(g_tTex2di4) Binding 0
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Decorate 76(g_tTex2di4) Binding 5
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Decorate 87(g_tTex2du4) DescriptorSet 0
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Decorate 87(g_tTex2du4) Binding 0
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Decorate 87(g_tTex2du4) Binding 6
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Decorate 110(@entryPointOutput.Color) Location 0
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Decorate 114(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 117(g_tTex1df4a) DescriptorSet 0
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