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:
@@ -2,7 +2,7 @@ hlsl.gatherRGBA.offset.dx10.frag
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:117 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:117 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Function Parameters:
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0:? Sequence
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0:46 Sequence
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@@ -318,8 +318,8 @@ gl_FragCoord origin is upper left
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0:100 Constant:
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0:100 3 (const int)
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0:112 move second child to first child (temp 4-component vector of float)
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0:112 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:112 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:112 Color: direct index for structure (temp 4-component vector of float)
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0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:112 Constant:
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0:112 0 (const int)
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0:112 Constant:
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@@ -329,15 +329,15 @@ gl_FragCoord origin is upper left
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0:112 1.000000
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0:113 move second child to first child (temp float)
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0:113 Depth: direct index for structure (temp float FragDepth)
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0:113 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:113 Constant:
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0:113 1 (const int)
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0:113 Constant:
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0:113 1.000000
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0:115 Sequence
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0:115 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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@@ -371,7 +371,7 @@ Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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0:? Sequence
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0:117 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:117 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Function Parameters:
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0:? Sequence
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0:46 Sequence
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@@ -687,8 +687,8 @@ gl_FragCoord origin is upper left
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0:100 Constant:
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0:100 3 (const int)
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0:112 move second child to first child (temp 4-component vector of float)
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0:112 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:112 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:112 Color: direct index for structure (temp 4-component vector of float)
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0:112 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:112 Constant:
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0:112 0 (const int)
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0:112 Constant:
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@@ -698,15 +698,15 @@ gl_FragCoord origin is upper left
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0:112 1.000000
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0:113 move second child to first child (temp float)
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0:113 Depth: direct index for structure (temp float FragDepth)
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0:113 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:113 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:113 Constant:
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0:113 1 (const int)
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0:113 Constant:
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0:113 1.000000
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0:115 Sequence
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0:115 move second child to first child (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:115 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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@@ -802,7 +802,6 @@ gl_FragCoord origin is upper left
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Decorate 16(g_sSamp) Binding 0
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Decorate 36(g_tTex2di4) DescriptorSet 0
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Decorate 50(g_tTex2du4) DescriptorSet 0
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MemberDecorate 258(PS_OUTPUT) 0 Location 0
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MemberDecorate 258(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 270(g_sSamp2d) DescriptorSet 0
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Decorate 273(g_tTex1df4a) DescriptorSet 0
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