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.load.2dms.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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0:57 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:32 textureFetch (global 4-component vector of float)
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@@ -72,8 +72,8 @@ gl_FragCoord origin is upper left
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0:49 3 (const int)
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0:49 'o2' (uniform 2-component vector of int)
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0:51 move second child to first child (temp 4-component vector of float)
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0:51 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 Color: direct index for structure (temp 4-component vector of float)
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0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 Constant:
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0:51 0 (const int)
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0:51 Constant:
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@@ -83,15 +83,15 @@ gl_FragCoord origin is upper left
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0:51 1.000000
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0:52 move second child to first child (temp float)
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0:52 Depth: direct index for structure (temp float FragDepth)
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0:52 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:52 Constant:
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0:52 1 (const int)
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0:52 Constant:
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0:52 1.000000
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0:54 Sequence
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0:54 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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0:54 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:54 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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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:54 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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@@ -117,7 +117,7 @@ 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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0:57 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:28 Function Parameters:
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0:? Sequence
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0:32 textureFetch (global 4-component vector of float)
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@@ -187,8 +187,8 @@ gl_FragCoord origin is upper left
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0:49 3 (const int)
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0:49 'o2' (uniform 2-component vector of int)
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0:51 move second child to first child (temp 4-component vector of float)
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0:51 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:51 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 Color: direct index for structure (temp 4-component vector of float)
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0:51 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:51 Constant:
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0:51 0 (const int)
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0:51 Constant:
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@@ -198,15 +198,15 @@ gl_FragCoord origin is upper left
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0:51 1.000000
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0:52 move second child to first child (temp float)
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0:52 Depth: direct index for structure (temp float FragDepth)
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0:52 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:52 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:52 Constant:
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0:52 1 (const int)
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0:52 Constant:
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0:52 1.000000
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0:54 Sequence
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0:54 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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0:54 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:54 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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0:54 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:54 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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@@ -263,7 +263,6 @@ gl_FragCoord origin is upper left
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Decorate 49(g_tTex2dmsf4a) DescriptorSet 0
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Decorate 58(g_tTex2dmsi4a) DescriptorSet 0
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Decorate 64(g_tTex2dmsu4a) DescriptorSet 0
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MemberDecorate 80(PS_OUTPUT) 0 Location 0
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MemberDecorate 80(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 97(g_sSamp) DescriptorSet 0
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Decorate 97(g_sSamp) Binding 0
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