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.calculatelod.dx10.frag
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
@ -123,8 +123,8 @@ gl_FragCoord origin is upper left
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
@ -134,15 +134,15 @@ gl_FragCoord origin is upper left
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 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})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 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})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@ -164,7 +164,7 @@ Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
0:? Sequence
0:45 Function Definition: main( (global structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:45 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
@ -285,8 +285,8 @@ gl_FragCoord origin is upper left
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (layout(location=0 ) temp 4-component vector of float)
0:40 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
@ -296,15 +296,15 @@ gl_FragCoord origin is upper left
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float FragDepth)
0:41 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Sequence
0:43 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})
0:43 'psout' (temp structure{layout(location=0 ) temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 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})
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:43 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
@ -369,7 +369,6 @@ gl_FragCoord origin is upper left
Decorate 93(g_tTexcdf4a) DescriptorSet 0
Decorate 106(g_tTexcdi4a) DescriptorSet 0
Decorate 118(g_tTexcdu4a) DescriptorSet 0
MemberDecorate 131(PS_OUTPUT) 0 Location 0
MemberDecorate 131(PS_OUTPUT) 1 BuiltIn FragDepth
Decorate 144(g_tTex1df4) DescriptorSet 0
Decorate 144(g_tTex1df4) Binding 0