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.sample.offset.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? -1 (const int)
0:45 move second child to first child (temp 4-component vector of float)
0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 0 (const int)
0:45 Constant:
@@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:45 1.000000
0:46 move second child to first child (temp float)
0:46 Depth: direct index for structure (temp float FragDepth)
0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 1.000000
0:48 Sequence
0:48 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})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 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})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -167,7 +167,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:50 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:50 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:28 Function Parameters:
0:? Sequence
0:31 Sequence
@@ -288,8 +288,8 @@ gl_FragCoord origin is upper left
0:? 0 (const int)
0:? -1 (const int)
0:45 move second child to first child (temp 4-component vector of float)
0:45 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:45 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Color: direct index for structure (temp 4-component vector of float)
0:45 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Constant:
0:45 0 (const int)
0:45 Constant:
@@ -299,15 +299,15 @@ gl_FragCoord origin is upper left
0:45 1.000000
0:46 move second child to first child (temp float)
0:46 Depth: direct index for structure (temp float FragDepth)
0:46 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 1.000000
0:48 Sequence
0:48 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})
0:48 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 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})
0:48 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:48 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@@ -376,7 +376,6 @@ gl_FragCoord origin is upper left
Decorate 92(g_tTex3df4) DescriptorSet 0
Decorate 105(g_tTex3di4) DescriptorSet 0
Decorate 116(g_tTex3du4) DescriptorSet 0
MemberDecorate 127(PS_OUTPUT) 0 Location 0
MemberDecorate 127(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 139(g_tTex1df4a) DescriptorSet 0
Decorate 139(g_tTex1df4a) Binding 1