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.load.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
@@ -132,8 +132,8 @@ gl_FragCoord origin is upper left
0:64 3 (const int)
0:64 'o3' (uniform 3-component vector of int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
@@ -143,15 +143,15 @@ gl_FragCoord origin is upper left
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float FragDepth)
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 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})
0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 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})
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -192,7 +192,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:77 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:77 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Function Parameters:
0:? Sequence
0:52 textureFetchOffset (global 4-component vector of float)
@@ -322,8 +322,8 @@ gl_FragCoord origin is upper left
0:64 3 (const int)
0:64 'o3' (uniform 3-component vector of int)
0:72 move second child to first child (temp 4-component vector of float)
0:72 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:72 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Color: direct index for structure (temp 4-component vector of float)
0:72 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:72 Constant:
0:72 0 (const int)
0:72 Constant:
@@ -333,15 +333,15 @@ gl_FragCoord origin is upper left
0:72 1.000000
0:73 move second child to first child (temp float)
0:73 Depth: direct index for structure (temp float FragDepth)
0:73 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:73 Constant:
0:73 1 (const int)
0:73 Constant:
0:73 1.000000
0:75 Sequence
0:75 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})
0:75 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 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})
0:75 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:75 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -433,7 +433,6 @@ gl_FragCoord origin is upper left
Decorate 86(g_tTex3df4) DescriptorSet 0
Decorate 100(g_tTex3di4) DescriptorSet 0
Decorate 110(g_tTex3du4) DescriptorSet 0
MemberDecorate 118(PS_OUTPUT) 0 Location 0
MemberDecorate 118(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 135(g_sSamp) DescriptorSet 0
Decorate 135(g_sSamp) Binding 0