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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@@ -180,15 +180,15 @@ gl_FragCoord origin is upper left
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Name 59 "psout"
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Name 69 "@entryPointOutput.Color"
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Decorate 16(g_tTex1df1) DescriptorSet 0
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Decorate 16(g_tTex1df1) Binding 0
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Decorate 16(g_tTex1df1) Binding 1
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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 30(g_tTex1df2) DescriptorSet 0
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Decorate 30(g_tTex1df2) Binding 0
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Decorate 30(g_tTex1df2) Binding 2
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Decorate 42(g_tTex1df3) DescriptorSet 0
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Decorate 42(g_tTex1df3) Binding 0
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Decorate 42(g_tTex1df3) Binding 3
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Decorate 53(g_tTex1df4) DescriptorSet 0
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Decorate 53(g_tTex1df4) Binding 0
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Decorate 53(g_tTex1df4) Binding 4
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Decorate 69(@entryPointOutput.Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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