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.getdimensions.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:281 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:281 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
@@ -1044,8 +1044,8 @@ gl_FragCoord origin is upper left
0:164 imageQuerySamples (temp uint)
0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:276 move second child to first child (temp 4-component vector of float)
0:276 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:276 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Color: direct index for structure (temp 4-component vector of float)
0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Constant:
0:276 0 (const int)
0:276 Constant:
@@ -1055,15 +1055,15 @@ gl_FragCoord origin is upper left
0:276 1.000000
0:277 move second child to first child (temp float)
0:277 Depth: direct index for structure (temp float FragDepth)
0:277 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 Constant:
0:277 1 (const int)
0:277 Constant:
0:277 1.000000
0:279 Sequence
0:279 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})
0:279 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 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})
0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -1102,7 +1102,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:281 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:281 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Function Parameters:
0:? Sequence
0:65 Sequence
@@ -2144,8 +2144,8 @@ gl_FragCoord origin is upper left
0:164 imageQuerySamples (temp uint)
0:164 'g_tTex2dmsu4a' (uniform utexture2DMSArray)
0:276 move second child to first child (temp 4-component vector of float)
0:276 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:276 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Color: direct index for structure (temp 4-component vector of float)
0:276 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:276 Constant:
0:276 0 (const int)
0:276 Constant:
@@ -2155,15 +2155,15 @@ gl_FragCoord origin is upper left
0:276 1.000000
0:277 move second child to first child (temp float)
0:277 Depth: direct index for structure (temp float FragDepth)
0:277 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:277 Constant:
0:277 1 (const int)
0:277 Constant:
0:277 1.000000
0:279 Sequence
0:279 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})
0:279 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 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})
0:279 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:279 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -2324,7 +2324,6 @@ gl_FragCoord origin is upper left
Decorate 482(g_tTex2dmsf4a) DescriptorSet 0
Decorate 496(g_tTex2dmsi4a) DescriptorSet 0
Decorate 510(g_tTex2dmsu4a) DescriptorSet 0
MemberDecorate 522(PS_OUTPUT) 0 Location 0
MemberDecorate 522(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 539(g_sSamp) DescriptorSet 0
Decorate 539(g_sSamp) Binding 0