HLSL: Remove recent change to put locations on SV_TARGET*.

This put locations on members of structures, which is not allowed
in either AST or SPIR-V.

This was caught by asserts in the debug build.
This commit is contained in:
John Kessenich
2016-08-29 16:49:39 -06:00
parent 510d83b384
commit a05d8b5604
56 changed files with 712 additions and 764 deletions

View File

@@ -2,7 +2,7 @@ hlsl.gather.offsetarray.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:37 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
@@ -48,8 +48,8 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:32 move second child to first child (temp 4-component vector of float)
0:32 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:32 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Color: direct index for structure (temp 4-component vector of float)
0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
@@ -59,15 +59,15 @@ gl_FragCoord origin is upper left
0:32 1.000000
0:33 move second child to first child (temp float)
0:33 Depth: direct index for structure (temp float FragDepth)
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Sequence
0:35 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -86,7 +86,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:37 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:37 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Function Parameters:
0:? Sequence
0:25 Sequence
@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
0:? 1 (const int)
0:? -1 (const int)
0:32 move second child to first child (temp 4-component vector of float)
0:32 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:32 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Color: direct index for structure (temp 4-component vector of float)
0:32 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
0:32 1.000000
0:33 move second child to first child (temp float)
0:33 Depth: direct index for structure (temp float FragDepth)
0:33 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Sequence
0:35 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:35 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -195,7 +195,6 @@ gl_FragCoord origin is upper left
Decorate 16(g_sSamp) Binding 0
Decorate 36(g_tTex2di4) DescriptorSet 0
Decorate 51(g_tTex2du4) DescriptorSet 0
MemberDecorate 63(PS_OUTPUT) 0 Location 0
MemberDecorate 63(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 77(g_tTex1df4a) DescriptorSet 0
Decorate 77(g_tTex1df4a) Binding 1