HLSL: add error for expected comparison sampler in SampleCmp* ops
This adds an error message if a non-comparison sampler is used with comparison sampling methods. There's no functional change for correct shaders.
This commit is contained in:
96
Test/baseResults/hlsl.samplecmp.negative.frag.out
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96
Test/baseResults/hlsl.samplecmp.negative.frag.out
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hlsl.samplecmp.negative.frag
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ERROR: 0:9: '' : expected: SamplerComparisonState
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ERROR: 1 compilation errors. No code generated.
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Shader version: 500
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:7 Function Definition: @main( ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:? Sequence
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0:8 texture ( temp float)
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0:8 Construct combined texture-sampler ( temp sampler2DShadow)
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0:8 'g_shadowTex' ( uniform texture2D)
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0:8 'g_shadowSamplerComp' ( uniform sampler)
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0:8 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:8 Constant:
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0:8 0.000000
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0:9 ERROR: Bad aggregation op
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( temp float)
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0:9 'g_shadowTex' ( uniform texture2D)
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0:9 'g_shadowSampler' ( uniform sampler)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:9 Constant:
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0:9 0.000000
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0:11 Branch: Return with expression
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0:11 Constant:
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:7 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'g_shadowTex' ( uniform texture2D)
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0:? 'g_shadowSampler' ( uniform sampler)
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0:? 'g_shadowSamplerComp' ( uniform sampler)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:7 Function Definition: @main( ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:? Sequence
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0:8 texture ( temp float)
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0:8 Construct combined texture-sampler ( temp sampler2DShadow)
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0:8 'g_shadowTex' ( uniform texture2D)
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0:8 'g_shadowSamplerComp' ( uniform sampler)
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0:8 Construct vec3 ( temp 3-component vector of float)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:8 Constant:
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0:8 0.000000
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0:9 ERROR: Bad aggregation op
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( temp float)
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0:9 'g_shadowTex' ( uniform texture2D)
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0:9 'g_shadowSampler' ( uniform sampler)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:9 Constant:
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0:9 0.000000
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0:11 Branch: Return with expression
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0:11 Constant:
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:11 0.000000
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0:7 Function Definition: main( ( temp void)
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0:7 Function Parameters:
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0:? Sequence
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0:7 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:7 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'g_shadowTex' ( uniform texture2D)
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0:? 'g_shadowSampler' ( uniform sampler)
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0:? 'g_shadowSamplerComp' ( uniform sampler)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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SPIR-V is not generated for failed compile or link
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80
Test/baseResults/hlsl.samplecmp.negative2.frag.out
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80
Test/baseResults/hlsl.samplecmp.negative2.frag.out
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@@ -0,0 +1,80 @@
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hlsl.samplecmp.negative2.frag
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ERROR: 0:7: '' : expected: SamplerComparisonState
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ERROR: 1 compilation errors. No code generated.
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Shader version: 500
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:6 Function Definition: @main( ( temp 4-component vector of float)
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0:6 Function Parameters:
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0:? Sequence
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0:7 ERROR: Bad aggregation op
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( temp 4-component vector of float)
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0:7 'g_shadowTex' ( uniform texture2D)
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0:7 'g_shadowSampler' ( uniform sampler)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:7 Constant:
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0:7 0.000000
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0:? Constant:
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0:? 0 (const int)
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0:? 0 (const int)
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0:9 Branch: Return with expression
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:6 Function Definition: main( ( temp void)
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0:6 Function Parameters:
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0:? Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:6 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'g_shadowTex' ( uniform texture2D)
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0:? 'g_shadowSampler' ( uniform sampler)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:6 Function Definition: @main( ( temp 4-component vector of float)
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0:6 Function Parameters:
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0:? Sequence
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0:7 ERROR: Bad aggregation op
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( temp 4-component vector of float)
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0:7 'g_shadowTex' ( uniform texture2D)
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0:7 'g_shadowSampler' ( uniform sampler)
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0:? Constant:
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0:? 0.000000
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0:? 0.000000
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0:7 Constant:
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0:7 0.000000
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0:? Constant:
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0:? 0 (const int)
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0:? 0 (const int)
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0:9 Branch: Return with expression
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0:9 Constant:
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:9 0.000000
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0:6 Function Definition: main( ( temp void)
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0:6 Function Parameters:
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0:? Sequence
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0:6 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:6 Function Call: @main( ( temp 4-component vector of float)
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0:? Linker Objects
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0:? 'g_shadowTex' ( uniform texture2D)
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0:? 'g_shadowSampler' ( uniform sampler)
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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SPIR-V is not generated for failed compile or link
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