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.samplecmplevelzero.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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0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 Function Parameters:
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0:? Sequence
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0:42 Sequence
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@@ -150,8 +150,8 @@ gl_FragCoord origin is upper left
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0:54 Constant:
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0:54 0.000000
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0:56 move second child to first child (temp 4-component vector of float)
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0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:56 Color: direct index for structure (temp 4-component vector of float)
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0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:56 Constant:
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0:56 0 (const int)
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0:56 Constant:
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@@ -161,15 +161,15 @@ gl_FragCoord origin is upper left
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0:56 1.000000
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0:57 move second child to first child (temp float)
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0:57 Depth: direct index for structure (temp float FragDepth)
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0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Constant:
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0:57 1 (const int)
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0:57 Constant:
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0:57 1.000000
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0:59 Sequence
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0:59 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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0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:59 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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0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:59 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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@@ -202,7 +202,7 @@ 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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0:61 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:61 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:38 Function Parameters:
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0:? Sequence
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0:42 Sequence
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@@ -350,8 +350,8 @@ gl_FragCoord origin is upper left
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0:54 Constant:
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0:54 0.000000
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0:56 move second child to first child (temp 4-component vector of float)
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0:56 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
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0:56 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:56 Color: direct index for structure (temp 4-component vector of float)
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0:56 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:56 Constant:
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0:56 0 (const int)
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0:56 Constant:
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@@ -361,15 +361,15 @@ gl_FragCoord origin is upper left
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0:56 1.000000
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0:57 move second child to first child (temp float)
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0:57 Depth: direct index for structure (temp float FragDepth)
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0:57 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:57 Constant:
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0:57 1 (const int)
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0:57 Constant:
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0:57 1.000000
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0:59 Sequence
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0:59 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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0:59 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
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0:59 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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0:59 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
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0:59 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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@@ -454,7 +454,6 @@ gl_FragCoord origin is upper left
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Decorate 97(g_tTexcdf4a) DescriptorSet 0
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Decorate 111(g_tTexcdi4a) DescriptorSet 0
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Decorate 122(g_tTexcdu4a) DescriptorSet 0
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MemberDecorate 130(PS_OUTPUT) 0 Location 0
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MemberDecorate 130(PS_OUTPUT) 1 BuiltIn FragDepth
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Decorate 146(g_tTex1df4) DescriptorSet 0
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Decorate 146(g_tTex1df4) Binding 0
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