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.
This commit is contained in:
tgfrerer
2021-05-11 09:42:11 +01:00
parent 9431c53c84
commit adfa0938a2
117 changed files with 6243 additions and 6243 deletions

View File

@@ -191,10 +191,10 @@ Shader version: 500
0:83 'inF0' ( in 2-component vector of float)
0:84 hyp. cosine ( temp 2-component vector of float)
0:84 'inF0' ( in 2-component vector of float)
0:? bitCount ( temp 2-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:85 bitCount ( temp 2-component vector of int)
0:85 Constant:
0:85 7 (const int)
0:85 3 (const int)
0:86 degrees ( temp 2-component vector of float)
0:86 'inF0' ( in 2-component vector of float)
0:87 distance ( temp float)
@@ -267,10 +267,10 @@ Shader version: 500
0:116 'inF1' ( in 2-component vector of float)
0:116 Constant:
0:116 2.000000
0:? bitFieldReverse ( temp 2-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:117 bitFieldReverse ( temp 2-component vector of int)
0:117 Constant:
0:117 1 (const int)
0:117 2 (const int)
0:118 roundEven ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float)
0:119 inverse sqrt ( temp 2-component vector of float)
@@ -312,9 +312,9 @@ Shader version: 500
0:131 trunc ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float)
0:134 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:134 Constant:
0:134 1.000000
0:134 2.000000
0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:138 Function Parameters:
0:138 'inF0' ( in 3-component vector of float)
@@ -356,11 +356,11 @@ Shader version: 500
0:152 'inF0' ( in 3-component vector of float)
0:153 hyp. cosine ( temp 3-component vector of float)
0:153 'inF0' ( in 3-component vector of float)
0:? bitCount ( temp 3-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:154 bitCount ( temp 3-component vector of int)
0:154 Constant:
0:154 7 (const int)
0:154 3 (const int)
0:154 5 (const int)
0:155 cross-product ( temp 3-component vector of float)
0:155 'inF0' ( in 3-component vector of float)
0:155 'inF1' ( in 3-component vector of float)
@@ -436,11 +436,11 @@ Shader version: 500
0:186 'inF1' ( in 3-component vector of float)
0:186 Constant:
0:186 2.000000
0:? bitFieldReverse ( temp 3-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:187 bitFieldReverse ( temp 3-component vector of int)
0:187 Constant:
0:187 1 (const int)
0:187 2 (const int)
0:187 3 (const int)
0:188 roundEven ( temp 3-component vector of float)
0:188 'inF0' ( in 3-component vector of float)
0:189 inverse sqrt ( temp 3-component vector of float)
@@ -482,10 +482,10 @@ Shader version: 500
0:201 trunc ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float)
0:204 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:204 Constant:
0:204 1.000000
0:204 2.000000
0:204 3.000000
0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:208 Function Parameters:
0:208 'inF0' ( in 4-component vector of float)
@@ -527,12 +527,12 @@ Shader version: 500
0:222 'inF0' ( in 4-component vector of float)
0:223 hyp. cosine ( temp 4-component vector of float)
0:223 'inF0' ( in 4-component vector of float)
0:? bitCount ( temp 4-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:? 2 (const int)
0:224 bitCount ( temp 4-component vector of int)
0:224 Constant:
0:224 7 (const int)
0:224 3 (const int)
0:224 5 (const int)
0:224 2 (const int)
0:225 degrees ( temp 4-component vector of float)
0:225 'inF0' ( in 4-component vector of float)
0:226 distance ( temp float)
@@ -625,12 +625,12 @@ Shader version: 500
0:256 'inF1' ( in 4-component vector of float)
0:256 Constant:
0:256 2.000000
0:? bitFieldReverse ( temp 4-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:257 bitFieldReverse ( temp 4-component vector of int)
0:257 Constant:
0:257 1 (const int)
0:257 2 (const int)
0:257 3 (const int)
0:257 4 (const int)
0:258 roundEven ( temp 4-component vector of float)
0:258 'inF0' ( in 4-component vector of float)
0:259 inverse sqrt ( temp 4-component vector of float)
@@ -672,11 +672,11 @@ Shader version: 500
0:271 trunc ( temp 4-component vector of float)
0:271 'inF0' ( in 4-component vector of float)
0:274 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:274 Constant:
0:274 1.000000
0:274 2.000000
0:274 3.000000
0:274 4.000000
0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:331 Function Parameters:
0:331 'inF0' ( in 2X2 matrix of float)
@@ -801,11 +801,11 @@ Shader version: 500
0:333 trunc ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:336 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:336 Constant:
0:336 2.000000
0:336 2.000000
0:336 2.000000
0:336 2.000000
0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:340 Function Parameters:
0:340 'inF0' ( in 3X3 matrix of float)
@@ -930,16 +930,16 @@ Shader version: 500
0:342 trunc ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:345 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:345 Constant:
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:349 Function Parameters:
0:349 'inF0' ( in 4X4 matrix of float)
@@ -1064,23 +1064,23 @@ Shader version: 500
0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:354 Constant:
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters:
0:372 'inF0' ( in float)
@@ -1583,10 +1583,10 @@ Shader version: 500
0:83 'inF0' ( in 2-component vector of float)
0:84 hyp. cosine ( temp 2-component vector of float)
0:84 'inF0' ( in 2-component vector of float)
0:? bitCount ( temp 2-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:85 bitCount ( temp 2-component vector of int)
0:85 Constant:
0:85 7 (const int)
0:85 3 (const int)
0:86 degrees ( temp 2-component vector of float)
0:86 'inF0' ( in 2-component vector of float)
0:87 distance ( temp float)
@@ -1659,10 +1659,10 @@ Shader version: 500
0:116 'inF1' ( in 2-component vector of float)
0:116 Constant:
0:116 2.000000
0:? bitFieldReverse ( temp 2-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:117 bitFieldReverse ( temp 2-component vector of int)
0:117 Constant:
0:117 1 (const int)
0:117 2 (const int)
0:118 roundEven ( temp 2-component vector of float)
0:118 'inF0' ( in 2-component vector of float)
0:119 inverse sqrt ( temp 2-component vector of float)
@@ -1704,9 +1704,9 @@ Shader version: 500
0:131 trunc ( temp 2-component vector of float)
0:131 'inF0' ( in 2-component vector of float)
0:134 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:134 Constant:
0:134 1.000000
0:134 2.000000
0:138 Function Definition: VertexShaderFunction3(vf3;vf3;vf3;vu3;vu3; ( temp 3-component vector of float)
0:138 Function Parameters:
0:138 'inF0' ( in 3-component vector of float)
@@ -1748,11 +1748,11 @@ Shader version: 500
0:152 'inF0' ( in 3-component vector of float)
0:153 hyp. cosine ( temp 3-component vector of float)
0:153 'inF0' ( in 3-component vector of float)
0:? bitCount ( temp 3-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:154 bitCount ( temp 3-component vector of int)
0:154 Constant:
0:154 7 (const int)
0:154 3 (const int)
0:154 5 (const int)
0:155 cross-product ( temp 3-component vector of float)
0:155 'inF0' ( in 3-component vector of float)
0:155 'inF1' ( in 3-component vector of float)
@@ -1828,11 +1828,11 @@ Shader version: 500
0:186 'inF1' ( in 3-component vector of float)
0:186 Constant:
0:186 2.000000
0:? bitFieldReverse ( temp 3-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:187 bitFieldReverse ( temp 3-component vector of int)
0:187 Constant:
0:187 1 (const int)
0:187 2 (const int)
0:187 3 (const int)
0:188 roundEven ( temp 3-component vector of float)
0:188 'inF0' ( in 3-component vector of float)
0:189 inverse sqrt ( temp 3-component vector of float)
@@ -1874,10 +1874,10 @@ Shader version: 500
0:201 trunc ( temp 3-component vector of float)
0:201 'inF0' ( in 3-component vector of float)
0:204 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:204 Constant:
0:204 1.000000
0:204 2.000000
0:204 3.000000
0:208 Function Definition: VertexShaderFunction4(vf4;vf4;vf4;vu4;vu4; ( temp 4-component vector of float)
0:208 Function Parameters:
0:208 'inF0' ( in 4-component vector of float)
@@ -1919,12 +1919,12 @@ Shader version: 500
0:222 'inF0' ( in 4-component vector of float)
0:223 hyp. cosine ( temp 4-component vector of float)
0:223 'inF0' ( in 4-component vector of float)
0:? bitCount ( temp 4-component vector of int)
0:? Constant:
0:? 7 (const int)
0:? 3 (const int)
0:? 5 (const int)
0:? 2 (const int)
0:224 bitCount ( temp 4-component vector of int)
0:224 Constant:
0:224 7 (const int)
0:224 3 (const int)
0:224 5 (const int)
0:224 2 (const int)
0:225 degrees ( temp 4-component vector of float)
0:225 'inF0' ( in 4-component vector of float)
0:226 distance ( temp float)
@@ -2017,12 +2017,12 @@ Shader version: 500
0:256 'inF1' ( in 4-component vector of float)
0:256 Constant:
0:256 2.000000
0:? bitFieldReverse ( temp 4-component vector of int)
0:? Constant:
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:257 bitFieldReverse ( temp 4-component vector of int)
0:257 Constant:
0:257 1 (const int)
0:257 2 (const int)
0:257 3 (const int)
0:257 4 (const int)
0:258 roundEven ( temp 4-component vector of float)
0:258 'inF0' ( in 4-component vector of float)
0:259 inverse sqrt ( temp 4-component vector of float)
@@ -2064,11 +2064,11 @@ Shader version: 500
0:271 trunc ( temp 4-component vector of float)
0:271 'inF0' ( in 4-component vector of float)
0:274 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:274 Constant:
0:274 1.000000
0:274 2.000000
0:274 3.000000
0:274 4.000000
0:331 Function Definition: VertexShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:331 Function Parameters:
0:331 'inF0' ( in 2X2 matrix of float)
@@ -2193,11 +2193,11 @@ Shader version: 500
0:333 trunc ( temp 2X2 matrix of float)
0:333 'inF0' ( in 2X2 matrix of float)
0:336 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:336 Constant:
0:336 2.000000
0:336 2.000000
0:336 2.000000
0:336 2.000000
0:340 Function Definition: VertexShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:340 Function Parameters:
0:340 'inF0' ( in 3X3 matrix of float)
@@ -2322,16 +2322,16 @@ Shader version: 500
0:342 trunc ( temp 3X3 matrix of float)
0:342 'inF0' ( in 3X3 matrix of float)
0:345 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:345 Constant:
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:345 3.000000
0:349 Function Definition: VertexShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:349 Function Parameters:
0:349 'inF0' ( in 4X4 matrix of float)
@@ -2456,23 +2456,23 @@ Shader version: 500
0:351 trunc ( temp 4X4 matrix of float)
0:351 'inF0' ( in 4X4 matrix of float)
0:354 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:354 Constant:
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:354 4.000000
0:372 Function Definition: TestGenMul2(f1;f1;vf2;vf2;mf22;mf22; ( temp void)
0:372 Function Parameters:
0:372 'inF0' ( in float)