glslang/Test/baseResults/hlsl.intrinsics.negative.frag.out
tgfrerer adfa0938a2
fix error message for hlslGrammar::acceptConstructor
Fix the error message for when an erroneous HLSL constructor statement
is detected.

Prior to this change, such error messages would not show correct file
path and line number information.

Additionally, update test data to account for updated error messages.
2021-05-11 09:42:11 +01:00

987 lines
39 KiB
Plaintext

hlsl.intrinsics.negative.frag
ERROR: 0:10: 'determinant' : ambiguous best function under implicit type conversion
ERROR: 0:25: 'normalize' : ambiguous best function under implicit type conversion
ERROR: 0:26: 'reflect' : ambiguous best function under implicit type conversion
ERROR: 0:27: 'refract' : ambiguous best function under implicit type conversion
ERROR: 0:28: 'refract' : no matching overloaded function found
ERROR: 0:30: 'transpose' : ambiguous best function under implicit type conversion
ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found
ERROR: 0:46: 'asdouble' : double2 conversion not implemented
ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:49: 'cross' : no matching overloaded function found
ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:51: 'determinant' : no matching overloaded function found
ERROR: 0:57: 'transpose' : no matching overloaded function found
ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:67: 'determinant' : no matching overloaded function found
ERROR: 0:73: 'transpose' : no matching overloaded function found
ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:84: 'determinant' : no matching overloaded function found
ERROR: 0:90: 'transpose' : no matching overloaded function found
ERROR: 0:117: 'countbits' : no matching overloaded function found
ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:117: 'cross' : no matching overloaded function found
ERROR: 0:117: 'f16tof32' : no matching overloaded function found
ERROR: 0:117: 'firstbithigh' : no matching overloaded function found
ERROR: 0:117: 'firstbitlow' : no matching overloaded function found
ERROR: 0:117: 'reversebits' : no matching overloaded function found
ERROR: 0:117: 'length' : no matching overloaded function found
ERROR: 0:117: 'noise' : no matching overloaded function found
ERROR: 0:117: 'normalize' : no matching overloaded function found
ERROR: 0:117: 'reflect' : no matching overloaded function found
ERROR: 0:117: 'refract' : no matching overloaded function found
ERROR: 0:117: 'reversebits' : no matching overloaded function found
ERROR: 0:125: 'countbits' : no matching overloaded function found
ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:125: 'cross' : no matching overloaded function found
ERROR: 0:125: 'f16tof32' : no matching overloaded function found
ERROR: 0:125: 'firstbithigh' : no matching overloaded function found
ERROR: 0:125: 'firstbitlow' : no matching overloaded function found
ERROR: 0:125: 'reversebits' : no matching overloaded function found
ERROR: 0:125: 'length' : no matching overloaded function found
ERROR: 0:125: 'noise' : no matching overloaded function found
ERROR: 0:125: 'normalize' : no matching overloaded function found
ERROR: 0:125: 'reflect' : no matching overloaded function found
ERROR: 0:125: 'refract' : no matching overloaded function found
ERROR: 0:125: 'reversebits' : no matching overloaded function found
ERROR: 0:133: 'countbits' : no matching overloaded function found
ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:133: 'cross' : no matching overloaded function found
ERROR: 0:133: 'f16tof32' : no matching overloaded function found
ERROR: 0:133: 'firstbithigh' : no matching overloaded function found
ERROR: 0:133: 'firstbitlow' : no matching overloaded function found
ERROR: 0:133: 'reversebits' : no matching overloaded function found
ERROR: 0:133: 'length' : no matching overloaded function found
ERROR: 0:133: 'noise' : no matching overloaded function found
ERROR: 0:133: 'normalize' : no matching overloaded function found
ERROR: 0:133: 'reflect' : no matching overloaded function found
ERROR: 0:133: 'refract' : no matching overloaded function found
ERROR: 0:133: 'reversebits' : no matching overloaded function found
ERROR: 59 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inI0' ( in int)
0:? Sequence
0:5 uint64BitsToDouble ( temp double)
0:5 Construct uvec2 ( temp 2-component vector of uint)
0:5 Convert float to uint ( temp uint)
0:5 'inF0' ( in float)
0:5 Convert float to uint ( temp uint)
0:5 'inF1' ( in float)
0:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool)
0:6 Constant:
0:6 3 (const uint)
0:7 bitCount ( temp uint)
0:7 Convert float to uint ( temp uint)
0:7 'inF0' ( in float)
0:8 cross-product ( temp 3-component vector of float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF0' ( in float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF1' ( in float)
0:9 Convert float to int ( temp 4-component vector of int)
0:9 vector-scale ( temp 4-component vector of float)
0:9 Constant:
0:9 255.001953
0:9 vector swizzle ( temp 4-component vector of float)
0:9 Construct vec4 ( in 4-component vector of float)
0:9 'inF0' ( in float)
0:9 Sequence
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 3 (const int)
0:10 determinant ( temp float)
ERROR: node is still EOpNull!
0:10 'inF0' ( in float)
0:12 direct index ( temp float)
0:12 unpackHalf2x16 ( temp 2-component vector of float)
0:12 Convert float to uint ( temp uint)
0:12 'inF0' ( in float)
0:12 Constant:
0:12 0 (const int)
0:13 findMSB ( temp uint)
0:13 Convert float to uint ( temp uint)
0:13 'inF0' ( in float)
0:14 findLSB ( temp uint)
0:14 Convert float to uint ( temp uint)
0:14 'inF0' ( in float)
0:23 length ( temp float)
0:23 'inF0' ( in float)
0:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
0:24 Convert float to uint ( temp uint)
0:24 'inF0' ( in float)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:25 normalize ( temp 2-component vector of float)
0:25 Construct vec2 ( in 2-component vector of float)
0:25 'inF0' ( in float)
0:26 reflect ( temp 2-component vector of float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF0' ( in float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF1' ( in float)
0:27 refract ( temp 2-component vector of float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF0' ( in float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF1' ( in float)
0:27 'inF2' ( in float)
0:28 Constant:
0:28 0.000000
0:29 bitFieldReverse ( temp uint)
0:29 Convert float to uint ( temp uint)
0:29 'inF0' ( in float)
0:30 transpose ( temp 1X1 matrix of float)
ERROR: node is still EOpNull!
0:30 'inF0' ( in float)
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' ( in 1-component vector of float)
0:36 'inF1' ( in 1-component vector of float)
0:36 'inF2' ( in 1-component vector of float)
0:36 'inI0' ( in 1-component vector of int)
0:? Sequence
0:39 Constant:
0:39 0.000000
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' ( in 2-component vector of float)
0:45 'inF1' ( in 2-component vector of float)
0:45 'inF2' ( in 2-component vector of float)
0:45 'inI0' ( in 2-component vector of int)
0:? Sequence
0:46 ERROR: Bad aggregation op
( temp 2-component vector of double)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF0' ( in 2-component vector of float)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF1' ( in 2-component vector of float)
0:47 Constant:
0:47 0.000000
0:48 bitCount ( temp 2-component vector of uint)
0:48 Convert float to uint ( temp 2-component vector of uint)
0:48 'inF0' ( in 2-component vector of float)
0:49 Constant:
0:49 0.000000
0:50 Constant:
0:50 0.000000
0:51 Constant:
0:51 0.000000
0:52 Construct vec2 ( temp 2-component vector of float)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 0 (const int)
0:53 findMSB ( temp 2-component vector of uint)
0:53 Convert float to uint ( temp 2-component vector of uint)
0:53 'inF0' ( in 2-component vector of float)
0:54 findLSB ( temp 2-component vector of uint)
0:54 Convert float to uint ( temp 2-component vector of uint)
0:54 'inF0' ( in 2-component vector of float)
0:56 bitFieldReverse ( temp 2-component vector of uint)
0:56 Convert float to uint ( temp 2-component vector of uint)
0:56 'inF0' ( in 2-component vector of float)
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:59 Constant:
0:59 1.000000
0:59 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float)
0:63 'inF1' ( in 3-component vector of float)
0:63 'inF2' ( in 3-component vector of float)
0:63 'inI0' ( in 3-component vector of int)
0:? Sequence
0:64 Constant:
0:64 0.000000
0:65 bitCount ( temp 3-component vector of uint)
0:65 Convert float to uint ( temp 3-component vector of uint)
0:65 'inF0' ( in 3-component vector of float)
0:66 Constant:
0:66 0.000000
0:67 Constant:
0:67 0.000000
0:68 Construct vec3 ( temp 3-component vector of float)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 0 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 2 (const int)
0:68 Constant:
0:68 0 (const int)
0:69 findMSB ( temp 3-component vector of uint)
0:69 Convert float to uint ( temp 3-component vector of uint)
0:69 'inF0' ( in 3-component vector of float)
0:70 findLSB ( temp 3-component vector of uint)
0:70 Convert float to uint ( temp 3-component vector of uint)
0:70 'inF0' ( in 3-component vector of float)
0:72 bitFieldReverse ( temp 3-component vector of uint)
0:72 Convert float to uint ( temp 3-component vector of uint)
0:72 'inF0' ( in 3-component vector of float)
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:76 Constant:
0:76 1.000000
0:76 2.000000
0:76 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float)
0:80 'inF1' ( in 4-component vector of float)
0:80 'inF2' ( in 4-component vector of float)
0:80 'inI0' ( in 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 bitCount ( temp 4-component vector of uint)
0:82 Convert float to uint ( temp 4-component vector of uint)
0:82 'inF0' ( in 4-component vector of float)
0:83 cross-product ( temp 3-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF0' ( in 4-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF1' ( in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 Construct vec4 ( temp 4-component vector of float)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 0 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 1 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 2 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 3 (const int)
0:85 Constant:
0:85 0 (const int)
0:86 findMSB ( temp 4-component vector of uint)
0:86 Convert float to uint ( temp 4-component vector of uint)
0:86 'inF0' ( in 4-component vector of float)
0:87 findLSB ( temp 4-component vector of uint)
0:87 Convert float to uint ( temp 4-component vector of uint)
0:87 'inF0' ( in 4-component vector of float)
0:89 bitFieldReverse ( temp 4-component vector of uint)
0:89 Convert float to uint ( temp 4-component vector of uint)
0:89 'inF0' ( in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:92 Constant:
0:92 1.000000
0:92 2.000000
0:92 3.000000
0:92 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters:
0:? Sequence
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of int)
0:? 'inI0' ( temp 4-component vector of int)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
0:80 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inI0' ( temp 4-component vector of int)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' ( in 2X2 matrix of float)
0:115 'inF1' ( in 2X2 matrix of float)
0:115 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:119 Branch: Return with expression
0:119 Constant:
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float)
0:123 'inF1' ( in 3X3 matrix of float)
0:123 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:127 Branch: Return with expression
0:127 Constant:
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float)
0:131 'inF1' ( in 4X4 matrix of float)
0:131 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:135 Branch: Return with expression
0:135 Constant:
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inI0' ( in int)
0:? Sequence
0:5 uint64BitsToDouble ( temp double)
0:5 Construct uvec2 ( temp 2-component vector of uint)
0:5 Convert float to uint ( temp uint)
0:5 'inF0' ( in float)
0:5 Convert float to uint ( temp uint)
0:5 'inF1' ( in float)
0:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool)
0:6 Constant:
0:6 3 (const uint)
0:7 bitCount ( temp uint)
0:7 Convert float to uint ( temp uint)
0:7 'inF0' ( in float)
0:8 cross-product ( temp 3-component vector of float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF0' ( in float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF1' ( in float)
0:9 Convert float to int ( temp 4-component vector of int)
0:9 vector-scale ( temp 4-component vector of float)
0:9 Constant:
0:9 255.001953
0:9 vector swizzle ( temp 4-component vector of float)
0:9 Construct vec4 ( in 4-component vector of float)
0:9 'inF0' ( in float)
0:9 Sequence
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 3 (const int)
0:10 determinant ( temp float)
ERROR: node is still EOpNull!
0:10 'inF0' ( in float)
0:12 direct index ( temp float)
0:12 unpackHalf2x16 ( temp 2-component vector of float)
0:12 Convert float to uint ( temp uint)
0:12 'inF0' ( in float)
0:12 Constant:
0:12 0 (const int)
0:13 findMSB ( temp uint)
0:13 Convert float to uint ( temp uint)
0:13 'inF0' ( in float)
0:14 findLSB ( temp uint)
0:14 Convert float to uint ( temp uint)
0:14 'inF0' ( in float)
0:23 length ( temp float)
0:23 'inF0' ( in float)
0:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
0:24 Convert float to uint ( temp uint)
0:24 'inF0' ( in float)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:25 normalize ( temp 2-component vector of float)
0:25 Construct vec2 ( in 2-component vector of float)
0:25 'inF0' ( in float)
0:26 reflect ( temp 2-component vector of float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF0' ( in float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF1' ( in float)
0:27 refract ( temp 2-component vector of float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF0' ( in float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF1' ( in float)
0:27 'inF2' ( in float)
0:28 Constant:
0:28 0.000000
0:29 bitFieldReverse ( temp uint)
0:29 Convert float to uint ( temp uint)
0:29 'inF0' ( in float)
0:30 transpose ( temp 1X1 matrix of float)
ERROR: node is still EOpNull!
0:30 'inF0' ( in float)
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' ( in 1-component vector of float)
0:36 'inF1' ( in 1-component vector of float)
0:36 'inF2' ( in 1-component vector of float)
0:36 'inI0' ( in 1-component vector of int)
0:? Sequence
0:39 Constant:
0:39 0.000000
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' ( in 2-component vector of float)
0:45 'inF1' ( in 2-component vector of float)
0:45 'inF2' ( in 2-component vector of float)
0:45 'inI0' ( in 2-component vector of int)
0:? Sequence
0:46 ERROR: Bad aggregation op
( temp 2-component vector of double)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF0' ( in 2-component vector of float)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF1' ( in 2-component vector of float)
0:47 Constant:
0:47 0.000000
0:48 bitCount ( temp 2-component vector of uint)
0:48 Convert float to uint ( temp 2-component vector of uint)
0:48 'inF0' ( in 2-component vector of float)
0:49 Constant:
0:49 0.000000
0:50 Constant:
0:50 0.000000
0:51 Constant:
0:51 0.000000
0:52 Construct vec2 ( temp 2-component vector of float)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 0 (const int)
0:53 findMSB ( temp 2-component vector of uint)
0:53 Convert float to uint ( temp 2-component vector of uint)
0:53 'inF0' ( in 2-component vector of float)
0:54 findLSB ( temp 2-component vector of uint)
0:54 Convert float to uint ( temp 2-component vector of uint)
0:54 'inF0' ( in 2-component vector of float)
0:56 bitFieldReverse ( temp 2-component vector of uint)
0:56 Convert float to uint ( temp 2-component vector of uint)
0:56 'inF0' ( in 2-component vector of float)
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:59 Constant:
0:59 1.000000
0:59 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float)
0:63 'inF1' ( in 3-component vector of float)
0:63 'inF2' ( in 3-component vector of float)
0:63 'inI0' ( in 3-component vector of int)
0:? Sequence
0:64 Constant:
0:64 0.000000
0:65 bitCount ( temp 3-component vector of uint)
0:65 Convert float to uint ( temp 3-component vector of uint)
0:65 'inF0' ( in 3-component vector of float)
0:66 Constant:
0:66 0.000000
0:67 Constant:
0:67 0.000000
0:68 Construct vec3 ( temp 3-component vector of float)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 0 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 2 (const int)
0:68 Constant:
0:68 0 (const int)
0:69 findMSB ( temp 3-component vector of uint)
0:69 Convert float to uint ( temp 3-component vector of uint)
0:69 'inF0' ( in 3-component vector of float)
0:70 findLSB ( temp 3-component vector of uint)
0:70 Convert float to uint ( temp 3-component vector of uint)
0:70 'inF0' ( in 3-component vector of float)
0:72 bitFieldReverse ( temp 3-component vector of uint)
0:72 Convert float to uint ( temp 3-component vector of uint)
0:72 'inF0' ( in 3-component vector of float)
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:76 Constant:
0:76 1.000000
0:76 2.000000
0:76 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float)
0:80 'inF1' ( in 4-component vector of float)
0:80 'inF2' ( in 4-component vector of float)
0:80 'inI0' ( in 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 bitCount ( temp 4-component vector of uint)
0:82 Convert float to uint ( temp 4-component vector of uint)
0:82 'inF0' ( in 4-component vector of float)
0:83 cross-product ( temp 3-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF0' ( in 4-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF1' ( in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 Construct vec4 ( temp 4-component vector of float)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 0 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 1 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 2 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 3 (const int)
0:85 Constant:
0:85 0 (const int)
0:86 findMSB ( temp 4-component vector of uint)
0:86 Convert float to uint ( temp 4-component vector of uint)
0:86 'inF0' ( in 4-component vector of float)
0:87 findLSB ( temp 4-component vector of uint)
0:87 Convert float to uint ( temp 4-component vector of uint)
0:87 'inF0' ( in 4-component vector of float)
0:89 bitFieldReverse ( temp 4-component vector of uint)
0:89 Convert float to uint ( temp 4-component vector of uint)
0:89 'inF0' ( in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:92 Constant:
0:92 1.000000
0:92 2.000000
0:92 3.000000
0:92 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters:
0:? Sequence
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of int)
0:? 'inI0' ( temp 4-component vector of int)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
0:80 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inI0' ( temp 4-component vector of int)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' ( in 2X2 matrix of float)
0:115 'inF1' ( in 2X2 matrix of float)
0:115 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:119 Branch: Return with expression
0:119 Constant:
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:119 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float)
0:123 'inF1' ( in 3X3 matrix of float)
0:123 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:127 Branch: Return with expression
0:127 Constant:
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:127 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float)
0:131 'inF1' ( in 4X4 matrix of float)
0:131 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:135 Branch: Return with expression
0:135 Constant:
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:135 4.000000
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
SPIR-V is not generated for failed compile or link