hlsl.calculatelodunclamped.dx10.frag
ERROR: 0:28: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:29: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:30: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:32: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:33: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:34: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:36: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:37: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 0:38: '' : unimplemented: CalculateLevelOfDetailUnclamped 
ERROR: 9 compilation errors.  No code generated.


Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24    Function Parameters: 
0:?     Sequence
0:28      Sequence
0:28        move second child to first child ( temp float)
0:28          'txval10' ( temp float)
0:28          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:28              Construct combined texture-sampler ( temp sampler1DArray)
0:28                'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:28                'g_sSamp' (layout( binding=0) uniform sampler)
0:28              Constant:
0:28                0.100000
0:28            Constant:
0:28              0 (const int)
0:29      Sequence
0:29        move second child to first child ( temp float)
0:29          'txval11' ( temp float)
0:29          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:29              Construct combined texture-sampler ( temp isampler1DArray)
0:29                'g_tTex1di4a' ( uniform itexture1DArray)
0:29                'g_sSamp' (layout( binding=0) uniform sampler)
0:29              Constant:
0:29                0.200000
0:29            Constant:
0:29              0 (const int)
0:30      Sequence
0:30        move second child to first child ( temp float)
0:30          'txval12' ( temp float)
0:30          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:30              Construct combined texture-sampler ( temp usampler1DArray)
0:30                'g_tTex1du4a' ( uniform utexture1DArray)
0:30                'g_sSamp' (layout( binding=0) uniform sampler)
0:30              Constant:
0:30                0.300000
0:30            Constant:
0:30              0 (const int)
0:32      Sequence
0:32        move second child to first child ( temp float)
0:32          'txval20' ( temp float)
0:32          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:32              Construct combined texture-sampler ( temp sampler2DArray)
0:32                'g_tTex2df4a' ( uniform texture2DArray)
0:32                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.100000
0:?                 0.200000
0:32            Constant:
0:32              0 (const int)
0:33      Sequence
0:33        move second child to first child ( temp float)
0:33          'txval21' ( temp float)
0:33          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:33              Construct combined texture-sampler ( temp isampler2DArray)
0:33                'g_tTex2di4a' ( uniform itexture2DArray)
0:33                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.300000
0:?                 0.400000
0:33            Constant:
0:33              0 (const int)
0:34      Sequence
0:34        move second child to first child ( temp float)
0:34          'txval22' ( temp float)
0:34          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:34              Construct combined texture-sampler ( temp usampler2DArray)
0:34                'g_tTex2du4a' ( uniform utexture2DArray)
0:34                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.500000
0:?                 0.600000
0:34            Constant:
0:34              0 (const int)
0:36      Sequence
0:36        move second child to first child ( temp float)
0:36          'txval40' ( temp float)
0:36          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:36              Construct combined texture-sampler ( temp samplerCubeArray)
0:36                'g_tTexcdf4a' ( uniform textureCubeArray)
0:36                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.100000
0:?                 0.200000
0:?                 0.300000
0:36            Constant:
0:36              0 (const int)
0:37      Sequence
0:37        move second child to first child ( temp float)
0:37          'txval41' ( temp float)
0:37          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:37              Construct combined texture-sampler ( temp isamplerCubeArray)
0:37                'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.400000
0:?                 0.500000
0:?                 0.600000
0:37            Constant:
0:37              0 (const int)
0:38      Sequence
0:38        move second child to first child ( temp float)
0:38          'txval42' ( temp float)
0:38          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:38              Construct combined texture-sampler ( temp usamplerCubeArray)
0:38                'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.700000
0:?                 0.800000
0:?                 0.900000
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 ( temp 4-component vector of float)
0:40          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:40          Constant:
0:40            0 (const int)
0:40        Constant:
0:40          1.000000
0:40          1.000000
0:40          1.000000
0:40          1.000000
0:41      move second child to first child ( temp float)
0:41        Depth: direct index for structure ( temp float)
0:41          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:41          Constant:
0:41            1 (const int)
0:41        Constant:
0:41          1.000000
0:43      Branch: Return with expression
0:43        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24  Function Definition: main( ( temp void)
0:24    Function Parameters: 
0:?     Sequence
0:24      Sequence
0:24        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24        move second child to first child ( temp 4-component vector of float)
0:?           'Color' (layout( location=0) out 4-component vector of float)
0:24          Color: direct index for structure ( temp 4-component vector of float)
0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24            Constant:
0:24              0 (const int)
0:24        move second child to first child ( temp float)
0:?           'Depth' ( out float FragDepth)
0:24          Depth: direct index for structure ( temp float)
0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24            Constant:
0:24              1 (const int)
0:?   Linker Objects
0:?     'g_sSamp' (layout( binding=0) uniform sampler)
0:?     'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:?     'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:?     'g_tTex1di4a' ( uniform itexture1DArray)
0:?     'g_tTex1du4a' ( uniform utexture1DArray)
0:?     'g_tTex2df4a' ( uniform texture2DArray)
0:?     'g_tTex2di4a' ( uniform itexture2DArray)
0:?     'g_tTex2du4a' ( uniform utexture2DArray)
0:?     'g_tTexcdf4a' ( uniform textureCubeArray)
0:?     'g_tTexcdi4a' ( uniform itextureCubeArray)
0:?     'g_tTexcdu4a' ( uniform utextureCubeArray)
0:?     'Color' (layout( location=0) out 4-component vector of float)
0:?     'Depth' ( out float FragDepth)


Linked fragment stage:


Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24  Function Definition: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24    Function Parameters: 
0:?     Sequence
0:28      Sequence
0:28        move second child to first child ( temp float)
0:28          'txval10' ( temp float)
0:28          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:28              Construct combined texture-sampler ( temp sampler1DArray)
0:28                'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:28                'g_sSamp' (layout( binding=0) uniform sampler)
0:28              Constant:
0:28                0.100000
0:28            Constant:
0:28              0 (const int)
0:29      Sequence
0:29        move second child to first child ( temp float)
0:29          'txval11' ( temp float)
0:29          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:29              Construct combined texture-sampler ( temp isampler1DArray)
0:29                'g_tTex1di4a' ( uniform itexture1DArray)
0:29                'g_sSamp' (layout( binding=0) uniform sampler)
0:29              Constant:
0:29                0.200000
0:29            Constant:
0:29              0 (const int)
0:30      Sequence
0:30        move second child to first child ( temp float)
0:30          'txval12' ( temp float)
0:30          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:30              Construct combined texture-sampler ( temp usampler1DArray)
0:30                'g_tTex1du4a' ( uniform utexture1DArray)
0:30                'g_sSamp' (layout( binding=0) uniform sampler)
0:30              Constant:
0:30                0.300000
0:30            Constant:
0:30              0 (const int)
0:32      Sequence
0:32        move second child to first child ( temp float)
0:32          'txval20' ( temp float)
0:32          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:32              Construct combined texture-sampler ( temp sampler2DArray)
0:32                'g_tTex2df4a' ( uniform texture2DArray)
0:32                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.100000
0:?                 0.200000
0:32            Constant:
0:32              0 (const int)
0:33      Sequence
0:33        move second child to first child ( temp float)
0:33          'txval21' ( temp float)
0:33          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:33              Construct combined texture-sampler ( temp isampler2DArray)
0:33                'g_tTex2di4a' ( uniform itexture2DArray)
0:33                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.300000
0:?                 0.400000
0:33            Constant:
0:33              0 (const int)
0:34      Sequence
0:34        move second child to first child ( temp float)
0:34          'txval22' ( temp float)
0:34          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:34              Construct combined texture-sampler ( temp usampler2DArray)
0:34                'g_tTex2du4a' ( uniform utexture2DArray)
0:34                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.500000
0:?                 0.600000
0:34            Constant:
0:34              0 (const int)
0:36      Sequence
0:36        move second child to first child ( temp float)
0:36          'txval40' ( temp float)
0:36          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:36              Construct combined texture-sampler ( temp samplerCubeArray)
0:36                'g_tTexcdf4a' ( uniform textureCubeArray)
0:36                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.100000
0:?                 0.200000
0:?                 0.300000
0:36            Constant:
0:36              0 (const int)
0:37      Sequence
0:37        move second child to first child ( temp float)
0:37          'txval41' ( temp float)
0:37          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:37              Construct combined texture-sampler ( temp isamplerCubeArray)
0:37                'g_tTexcdi4a' ( uniform itextureCubeArray)
0:37                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.400000
0:?                 0.500000
0:?                 0.600000
0:37            Constant:
0:37              0 (const int)
0:38      Sequence
0:38        move second child to first child ( temp float)
0:38          'txval42' ( temp float)
0:38          direct index ( temp float)
0:?             textureQueryLod ( temp float)
0:38              Construct combined texture-sampler ( temp usamplerCubeArray)
0:38                'g_tTexcdu4a' ( uniform utextureCubeArray)
0:38                'g_sSamp' (layout( binding=0) uniform sampler)
0:?               Constant:
0:?                 0.700000
0:?                 0.800000
0:?                 0.900000
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 ( temp 4-component vector of float)
0:40          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:40          Constant:
0:40            0 (const int)
0:40        Constant:
0:40          1.000000
0:40          1.000000
0:40          1.000000
0:40          1.000000
0:41      move second child to first child ( temp float)
0:41        Depth: direct index for structure ( temp float)
0:41          'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:41          Constant:
0:41            1 (const int)
0:41        Constant:
0:41          1.000000
0:43      Branch: Return with expression
0:43        'psout' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24  Function Definition: main( ( temp void)
0:24    Function Parameters: 
0:?     Sequence
0:24      Sequence
0:24        move second child to first child ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24          'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24          Function Call: @main( ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24        move second child to first child ( temp 4-component vector of float)
0:?           'Color' (layout( location=0) out 4-component vector of float)
0:24          Color: direct index for structure ( temp 4-component vector of float)
0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24            Constant:
0:24              0 (const int)
0:24        move second child to first child ( temp float)
0:?           'Depth' ( out float FragDepth)
0:24          Depth: direct index for structure ( temp float)
0:24            'flattenTemp' ( temp structure{ temp 4-component vector of float Color,  temp float Depth})
0:24            Constant:
0:24              1 (const int)
0:?   Linker Objects
0:?     'g_sSamp' (layout( binding=0) uniform sampler)
0:?     'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
0:?     'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
0:?     'g_tTex1di4a' ( uniform itexture1DArray)
0:?     'g_tTex1du4a' ( uniform utexture1DArray)
0:?     'g_tTex2df4a' ( uniform texture2DArray)
0:?     'g_tTex2di4a' ( uniform itexture2DArray)
0:?     'g_tTex2du4a' ( uniform utexture2DArray)
0:?     'g_tTexcdf4a' ( uniform textureCubeArray)
0:?     'g_tTexcdi4a' ( uniform itextureCubeArray)
0:?     'g_tTexcdu4a' ( uniform utextureCubeArray)
0:?     'Color' (layout( location=0) out 4-component vector of float)
0:?     'Depth' ( out float FragDepth)

SPIR-V is not generated for failed compile or link
