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.
376 lines
17 KiB
Plaintext
376 lines
17 KiB
Plaintext
hlsl.inoutquals.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
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0:8 Function Parameters:
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0:8 'x' ( in float)
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0:8 'y' ( out float)
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0:8 'z' ( inout float)
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0:8 'w' ( inout float)
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0:? Sequence
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0:9 move second child to first child ( temp float)
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0:9 'y' ( out float)
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0:9 'x' ( in float)
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0:10 move second child to first child ( temp float)
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0:10 'z' ( inout float)
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0:10 'y' ( out float)
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0:11 move second child to first child ( temp float)
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0:11 'x' ( in float)
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0:11 Constant:
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0:11 -1.000000
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0:12 multiply second child into first child ( temp float)
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0:12 'w' ( inout float)
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0:12 Constant:
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0:12 1.000000
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0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Parameters:
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0:16 'inpos' ( in 4-component vector of float)
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0:16 'sampleMask' ( out int)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'x' ( temp float)
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0:19 Constant:
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0:19 7.000000
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0:19 move second child to first child ( temp float)
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0:19 'z' ( temp float)
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0:19 Constant:
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0:19 3.000000
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0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
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0:20 'x' ( temp float)
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0:20 'y' ( temp float)
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0:20 'z' ( temp float)
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0:20 direct index ( temp float)
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0:20 'inpos' ( in 4-component vector of float)
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0:20 Constant:
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0:20 3 (const int)
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Construct vec4 ( temp 4-component vector of float)
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0:22 'x' ( temp float)
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0:22 'y' ( temp float)
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0:22 'z' ( temp float)
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0:22 Constant:
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0:22 1.000000
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0:23 move second child to first child ( temp float)
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0:23 Depth: direct index for structure ( temp float)
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0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:23 Constant:
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0:23 1 (const int)
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0:23 direct index ( temp float)
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0:23 'inpos' ( in 4-component vector of float)
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0:23 Constant:
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0:23 3 (const int)
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0:25 Branch: Return with expression
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0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:16 Sequence
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0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'sampleMask' ( temp int)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:16 Color: direct index for structure ( temp 4-component vector of float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 0 (const int)
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0:16 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:16 Depth: direct index for structure ( temp float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 1 (const int)
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0:16 move second child to first child ( temp int)
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0:16 direct index ( out int SampleMaskIn)
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0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
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0:16 Constant:
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0:16 0 (const int)
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0:? 'sampleMask' ( temp int)
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0:? Linker Objects
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
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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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using depth_any
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0:? Sequence
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0:8 Function Definition: MyFunc(f1;f1;f1;f1; ( temp void)
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0:8 Function Parameters:
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0:8 'x' ( in float)
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0:8 'y' ( out float)
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0:8 'z' ( inout float)
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0:8 'w' ( inout float)
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0:? Sequence
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0:9 move second child to first child ( temp float)
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0:9 'y' ( out float)
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0:9 'x' ( in float)
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0:10 move second child to first child ( temp float)
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0:10 'z' ( inout float)
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0:10 'y' ( out float)
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0:11 move second child to first child ( temp float)
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0:11 'x' ( in float)
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0:11 Constant:
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0:11 -1.000000
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0:12 multiply second child into first child ( temp float)
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0:12 'w' ( inout float)
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0:12 Constant:
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0:12 1.000000
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0:16 Function Definition: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Parameters:
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0:16 'inpos' ( in 4-component vector of float)
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0:16 'sampleMask' ( out int)
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0:? Sequence
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'x' ( temp float)
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0:19 Constant:
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0:19 7.000000
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0:19 move second child to first child ( temp float)
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0:19 'z' ( temp float)
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0:19 Constant:
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0:19 3.000000
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0:20 Function Call: MyFunc(f1;f1;f1;f1; ( temp void)
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0:20 'x' ( temp float)
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0:20 'y' ( temp float)
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0:20 'z' ( temp float)
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0:20 direct index ( temp float)
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0:20 'inpos' ( in 4-component vector of float)
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0:20 Constant:
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0:20 3 (const int)
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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 Color: direct index for structure ( temp 4-component vector of float)
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0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 0 (const int)
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0:22 Construct vec4 ( temp 4-component vector of float)
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0:22 'x' ( temp float)
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0:22 'y' ( temp float)
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0:22 'z' ( temp float)
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0:22 Constant:
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0:22 1.000000
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0:23 move second child to first child ( temp float)
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0:23 Depth: direct index for structure ( temp float)
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0:23 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:23 Constant:
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0:23 1 (const int)
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0:23 direct index ( temp float)
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0:23 'inpos' ( in 4-component vector of float)
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0:23 Constant:
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0:23 3 (const int)
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0:25 Branch: Return with expression
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0:25 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Definition: main( ( temp void)
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0:16 Function Parameters:
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0:? Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:16 Sequence
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0:16 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Function Call: @main(vf4;i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:? 'inpos' ( temp 4-component vector of float)
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0:? 'sampleMask' ( temp int)
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:16 Color: direct index for structure ( temp 4-component vector of float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 0 (const int)
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0:16 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:16 Depth: direct index for structure ( temp float)
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0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:16 Constant:
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0:16 1 (const int)
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0:16 move second child to first child ( temp int)
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0:16 direct index ( out int SampleMaskIn)
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0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
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0:16 Constant:
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0:16 0 (const int)
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0:? 'sampleMask' ( temp int)
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0:? Linker Objects
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
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0:? 'sampleMask' ( out 1-element array of int SampleMaskIn)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 92
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 68 78 82 88
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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Source HLSL 500
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Name 4 "main"
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Name 13 "MyFunc(f1;f1;f1;f1;"
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Name 9 "x"
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Name 10 "y"
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Name 11 "z"
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Name 12 "w"
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Name 19 "PS_OUTPUT"
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MemberName 19(PS_OUTPUT) 0 "Color"
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MemberName 19(PS_OUTPUT) 1 "Depth"
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Name 23 "@main(vf4;i1;"
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Name 21 "inpos"
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Name 22 "sampleMask"
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Name 31 "x"
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Name 33 "z"
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Name 35 "y"
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Name 36 "param"
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Name 38 "param"
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Name 39 "param"
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Name 41 "param"
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Name 52 "psout"
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Name 66 "inpos"
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Name 68 "inpos"
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Name 70 "flattenTemp"
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Name 71 "sampleMask"
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Name 72 "param"
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Name 74 "param"
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Name 78 "@entryPointOutput.Color"
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Name 82 "@entryPointOutput.Depth"
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Name 88 "sampleMask"
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Decorate 68(inpos) NoPerspective
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Decorate 68(inpos) BuiltIn FragCoord
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Decorate 78(@entryPointOutput.Color) Location 0
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Decorate 82(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 88(sampleMask) BuiltIn SampleMask
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypePointer Function 6(float)
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8: TypeFunction 2 7(ptr) 7(ptr) 7(ptr) 7(ptr)
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15: TypeVector 6(float) 4
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16: TypePointer Function 15(fvec4)
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17: TypeInt 32 1
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18: TypePointer Function 17(int)
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19(PS_OUTPUT): TypeStruct 15(fvec4) 6(float)
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20: TypeFunction 19(PS_OUTPUT) 16(ptr) 18(ptr)
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27: 6(float) Constant 3212836864
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28: 6(float) Constant 1065353216
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32: 6(float) Constant 1088421888
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34: 6(float) Constant 1077936128
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42: TypeInt 32 0
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43: 42(int) Constant 3
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51: TypePointer Function 19(PS_OUTPUT)
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53: 17(int) Constant 0
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59: 17(int) Constant 1
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67: TypePointer Input 15(fvec4)
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68(inpos): 67(ptr) Variable Input
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77: TypePointer Output 15(fvec4)
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78(@entryPointOutput.Color): 77(ptr) Variable Output
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81: TypePointer Output 6(float)
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82(@entryPointOutput.Depth): 81(ptr) Variable Output
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85: 42(int) Constant 1
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86: TypeArray 17(int) 85
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87: TypePointer Output 86
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88(sampleMask): 87(ptr) Variable Output
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90: TypePointer Output 17(int)
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4(main): 2 Function None 3
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5: Label
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66(inpos): 16(ptr) Variable Function
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70(flattenTemp): 51(ptr) Variable Function
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71(sampleMask): 18(ptr) Variable Function
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72(param): 16(ptr) Variable Function
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74(param): 18(ptr) Variable Function
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69: 15(fvec4) Load 68(inpos)
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Store 66(inpos) 69
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73: 15(fvec4) Load 66(inpos)
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Store 72(param) 73
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75:19(PS_OUTPUT) FunctionCall 23(@main(vf4;i1;) 72(param) 74(param)
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76: 17(int) Load 74(param)
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Store 71(sampleMask) 76
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Store 70(flattenTemp) 75
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79: 16(ptr) AccessChain 70(flattenTemp) 53
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80: 15(fvec4) Load 79
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Store 78(@entryPointOutput.Color) 80
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83: 7(ptr) AccessChain 70(flattenTemp) 59
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84: 6(float) Load 83
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Store 82(@entryPointOutput.Depth) 84
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89: 17(int) Load 71(sampleMask)
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91: 90(ptr) AccessChain 88(sampleMask) 53
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Store 91 89
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Return
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FunctionEnd
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13(MyFunc(f1;f1;f1;f1;): 2 Function None 8
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9(x): 7(ptr) FunctionParameter
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10(y): 7(ptr) FunctionParameter
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11(z): 7(ptr) FunctionParameter
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12(w): 7(ptr) FunctionParameter
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14: Label
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25: 6(float) Load 9(x)
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Store 10(y) 25
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26: 6(float) Load 10(y)
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Store 11(z) 26
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Store 9(x) 27
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29: 6(float) Load 12(w)
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30: 6(float) FMul 29 28
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Store 12(w) 30
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Return
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FunctionEnd
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23(@main(vf4;i1;):19(PS_OUTPUT) Function None 20
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21(inpos): 16(ptr) FunctionParameter
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22(sampleMask): 18(ptr) FunctionParameter
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24: Label
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31(x): 7(ptr) Variable Function
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33(z): 7(ptr) Variable Function
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35(y): 7(ptr) Variable Function
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36(param): 7(ptr) Variable Function
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38(param): 7(ptr) Variable Function
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39(param): 7(ptr) Variable Function
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41(param): 7(ptr) Variable Function
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52(psout): 51(ptr) Variable Function
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Store 31(x) 32
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Store 33(z) 34
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37: 6(float) Load 31(x)
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Store 36(param) 37
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40: 6(float) Load 33(z)
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Store 39(param) 40
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44: 7(ptr) AccessChain 21(inpos) 43
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45: 6(float) Load 44
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Store 41(param) 45
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46: 2 FunctionCall 13(MyFunc(f1;f1;f1;f1;) 36(param) 38(param) 39(param) 41(param)
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47: 6(float) Load 38(param)
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Store 35(y) 47
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48: 6(float) Load 39(param)
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Store 33(z) 48
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49: 6(float) Load 41(param)
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50: 7(ptr) AccessChain 21(inpos) 43
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Store 50 49
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54: 6(float) Load 31(x)
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55: 6(float) Load 35(y)
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56: 6(float) Load 33(z)
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57: 15(fvec4) CompositeConstruct 54 55 56 28
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58: 16(ptr) AccessChain 52(psout) 53
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Store 58 57
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60: 7(ptr) AccessChain 21(inpos) 43
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61: 6(float) Load 60
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62: 7(ptr) AccessChain 52(psout) 59
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Store 62 61
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63:19(PS_OUTPUT) Load 52(psout)
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ReturnValue 63
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FunctionEnd
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