context/llpcGraphicsContext.cpp
void GraphicsContext::InitShaderInfoForNullFs()
{
    auto pResUsage = GetShaderResourceUsage(ShaderStageFragment);
    m_stageMask |= ShaderStageToMask(ShaderStageFragment);
    ++m_activeStageCount;

    // Add usage info for dummy input
    FsInterpInfo interpInfo = { 0, false, false, false };
    pResUsage->builtInUsage.fs.smooth = true;
    pResUsage->inOutUsage.inputLocMap[0] = InvalidValue;
    pResUsage->inOutUsage.fs.interpInfo.push_back(interpInfo);

    // Add usage info for dummy output
    pResUsage->inOutUsage.fs.cbShaderMask = 0;
    pResUsage->inOutUsage.fs.dummyExport = true;
    pResUsage->inOutUsage.outputLocMap[0] = InvalidValue;
}
// =====================================================================================================================
// Initializes shader info for null fragment shader.
Initializes shader info for null fragment shader.
Initializes shader info for null fragment shader .
void GraphicsContext::InitShaderInfoForNullFs()
{
    auto pResUsage = GetShaderResourceUsage(ShaderStageFragment);
    m_stageMask |= ShaderStageToMask(ShaderStageFragment);
    ++m_activeStageCount;
    FsInterpInfo interpInfo = { 0, false, false, false };
    pResUsage->builtInUsage.fs.smooth = true;
    pResUsage->inOutUsage.inputLocMap[0] = InvalidValue;
    pResUsage->inOutUsage.fs.interpInfo.push_back(interpInfo);
    pResUsage->inOutUsage.fs.cbShaderMask = 0;
    pResUsage->inOutUsage.fs.dummyExport = true;
    pResUsage->inOutUsage.outputLocMap[0] = InvalidValue;
}
void GraphicsContext :: InitShaderInfoForNullFs ( ) { auto pResUsage = GetShaderResourceUsage ( ShaderStageFragment ) ; m_stageMask |= ShaderStageToMask ( ShaderStageFragment ) ; ++ m_activeStageCount ; FsInterpInfo interpInfo = { 0 , false , false , false } ; pResUsage -> builtInUsage . fs . smooth = true ; pResUsage -> inOutUsage . inputLocMap [ 0 ] = InvalidValue ; pResUsage -> inOutUsage . fs . interpInfo . push_back ( interpInfo ) ; pResUsage -> inOutUsage . fs . cbShaderMask = 0 ; pResUsage -> inOutUsage . fs . dummyExport = true ; pResUsage -> inOutUsage . outputLocMap [ 0 ] = InvalidValue ; }
Initializes shader info for null fragment shader.
Initializes shader info for null fragment shader .
// Add usage info for dummy input // Add usage info for dummy output