glslang/Test/baseResults/hlsl.intrinsics.negative.frag.out
steve-lunarg 0842dbb39a HLSL: use HLSL parser to parse HLSL intrinsic prototypes, enable int/bool mats
This PR adds a CreateParseContext() fn analogous to CreateBuiltInParseables(),
to create a language specific built in parser.  (This code was present before
but not encapsualted in a fn).  This can now be used to create a source language
specific parser for builtins.

Along with this, the code creating HLSL intrinsic prototypes can now produce
them in HLSL syntax, rather than GLSL syntax.  This relaxes certain prior
restrictions at the parser level.  Lower layers (e.g, SPIR-V) may still have
such restrictions, such as around Nx1 matrices: this code does not impact
that.

This PR also fleshes out matrix types for bools and ints, both of which were
partially in place before.  This was easier than maintaining the restrictions
in the HLSL prototype generator to avoid creating protoypes with those types.

Many tests change because the result type from intrinsics moves from "global"
to "temp".

Several new tests are added for the new types.
2016-11-16 11:19:22 -07:00

774 lines
29 KiB
Plaintext

hlsl.intrinsics.negative.frag
ERROR: 0:10: 'determinant' : no matching overloaded function found
ERROR: 0:12: 'f32tof16' : unimplemented intrinsic: handle natively
ERROR: 0:28: 'refract' : no matching overloaded function found
ERROR: 0:30: 'transpose' : no matching overloaded function found
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: 0:52: 'f32tof16' : unimplemented intrinsic: handle natively
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: 0:68: 'f32tof16' : unimplemented intrinsic: handle natively
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: 0:85: 'f32tof16' : unimplemented intrinsic: handle natively
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: 60 compilation errors. No code generated.
Shader version: 450
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 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
0:9 Construct vec4 (in 4-component vector of float)
0:9 'inF0' (in float)
0:10 Constant:
0:10 0.000000
0:12 ERROR: Bad unary op
(temp float)
0:12 Convert float to uint (temp uint)
0:12 'inF0' (in float)
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 Construct vec2 (in 2-component vector of 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 Constant:
0:30 0.000000
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 ERROR: Bad unary op
(temp 2-component vector of float)
0:52 Convert float to uint (temp 2-component vector of uint)
0:52 'inF0' (in 2-component vector of float)
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:? Constant:
0:? 1.000000
0:? 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 ERROR: Bad unary op
(temp 3-component vector of float)
0:68 Convert float to uint (temp 3-component vector of uint)
0:68 'inF0' (in 3-component vector of float)
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:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
0:80 'inI0' (layout(location=3 ) 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' (layout(location=0 ) 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' (layout(location=0 ) in 4-component vector of float)
0:83 Construct vec3 (in 3-component vector of float)
0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 ERROR: Bad unary op
(temp 4-component vector of float)
0:85 Convert float to uint (temp 4-component vector of uint)
0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
0:86 findMSB (temp 4-component vector of uint)
0:86 Convert float to uint (temp 4-component vector of uint)
0:86 'inF0' (layout(location=0 ) 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' (layout(location=0 ) 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' (layout(location=0 ) in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Sequence
0:92 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:92 Branch: Return
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:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 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:? 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
0:131 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:? 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:? 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 ) in 4-component vector of int)
Linked fragment stage:
Shader version: 450
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 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
0:9 Construct vec4 (in 4-component vector of float)
0:9 'inF0' (in float)
0:10 Constant:
0:10 0.000000
0:12 ERROR: Bad unary op
(temp float)
0:12 Convert float to uint (temp uint)
0:12 'inF0' (in float)
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 Construct vec2 (in 2-component vector of 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 Constant:
0:30 0.000000
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 ERROR: Bad unary op
(temp 2-component vector of float)
0:52 Convert float to uint (temp 2-component vector of uint)
0:52 'inF0' (in 2-component vector of float)
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:? Constant:
0:? 1.000000
0:? 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 ERROR: Bad unary op
(temp 3-component vector of float)
0:68 Convert float to uint (temp 3-component vector of uint)
0:68 'inF0' (in 3-component vector of float)
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:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
0:80 'inI0' (layout(location=3 ) 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' (layout(location=0 ) 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' (layout(location=0 ) in 4-component vector of float)
0:83 Construct vec3 (in 3-component vector of float)
0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 ERROR: Bad unary op
(temp 4-component vector of float)
0:85 Convert float to uint (temp 4-component vector of uint)
0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
0:86 findMSB (temp 4-component vector of uint)
0:86 Convert float to uint (temp 4-component vector of uint)
0:86 'inF0' (layout(location=0 ) 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' (layout(location=0 ) 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' (layout(location=0 ) in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Sequence
0:92 move second child to first child (temp 4-component vector of float)
0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:92 Branch: Return
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:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 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:? 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
0:131 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:? 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:? 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 ) in 4-component vector of int)
SPIR-V is not generated for failed compile or link