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

@ -32,6 +32,11 @@ Shader version: 450
0:8 'e' (layout(location=4 ) in 4-component vector of float)
0:8 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:? 'd' (layout(location=0 ) in 4-component vector of float)
0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:? 'e' (layout(location=4 ) in 4-component vector of float)
Linked vertex stage:
@ -70,6 +75,11 @@ Shader version: 450
0:8 'e' (layout(location=4 ) in 4-component vector of float)
0:8 Branch: Return
0:? Linker Objects
0:? '@entryPointOutput' (out 4-component vector of float Position)
0:? 'd' (layout(location=0 ) in 4-component vector of float)
0:? 'm' (layout(location=1 ) in 2-element array of 4-component vector of float)
0:? 'coord' (layout(location=3 ) in 2-component vector of uint)
0:? 'e' (layout(location=4 ) in 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001