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.sample.array.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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0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:27 Sequence
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@@ -105,8 +105,8 @@ gl_FragCoord origin is upper left
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0:? 0.900000
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0:? 1.000000
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0:39 move second child to first child (temp 4-component vector of float)
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0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Color: direct index for structure (temp 4-component vector of float)
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0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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@@ -116,15 +116,15 @@ gl_FragCoord origin is upper left
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0:39 1.000000
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0:40 move second child to first child (temp float)
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0:40 Depth: direct index for structure (temp float FragDepth)
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0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:40 Constant:
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0:40 1 (const int)
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0:40 Constant:
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0:40 1.000000
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0:42 Sequence
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0:42 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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0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:42 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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0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:42 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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@@ -146,7 +146,7 @@ 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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0:44 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:44 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:27 Sequence
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@@ -249,8 +249,8 @@ gl_FragCoord origin is upper left
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0:? 0.900000
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0:? 1.000000
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0:39 move second child to first child (temp 4-component vector of float)
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0:39 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:39 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Color: direct index for structure (temp 4-component vector of float)
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0:39 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:39 Constant:
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0:39 0 (const int)
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0:39 Constant:
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@@ -260,15 +260,15 @@ gl_FragCoord origin is upper left
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0:39 1.000000
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0:40 move second child to first child (temp float)
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0:40 Depth: direct index for structure (temp float FragDepth)
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0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:40 Constant:
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0:40 1 (const int)
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0:40 Constant:
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0:40 1.000000
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0:42 Sequence
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0:42 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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0:42 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:42 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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0:42 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:42 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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@@ -332,7 +332,6 @@ gl_FragCoord origin is upper left
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Decorate 90(g_tTexcdf4) DescriptorSet 0
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Decorate 100(g_tTexcdi4) DescriptorSet 0
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Decorate 110(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 120(PS_OUTPUT) 0 Location 0
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MemberDecorate 120(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 133(g_tTex1df4a) DescriptorSet 0
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Decorate 133(g_tTex1df4a) Binding 1
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