HLSL: Start location numbering with the entry-point return value.

Also, increment location numbers by the size of the objects.
This commit is contained in:
John Kessenich 2016-08-29 18:10:47 -06:00
parent a05d8b5604
commit 830b0cc98b
89 changed files with 2517 additions and 2157 deletions

View file

@ -53,7 +53,7 @@ Shader version: 450
0:? Sequence
0:217 Sequence
0:217 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
@ -185,7 +185,7 @@ Shader version: 450
0:? Sequence
0:217 Sequence
0:217 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (out 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
@ -313,6 +313,7 @@ Shader version: 450
Name 118 "gs_ua4"
Name 119 "gs_ub4"
Name 120 "gs_uc4"
Decorate 85(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32