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.
200 lines
11 KiB
Plaintext
200 lines
11 KiB
Plaintext
hlsl.intrinsics.promote.down.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child ( temp uint)
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0:16 'r00' ( temp uint)
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0:16 bitCount ( temp uint)
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0:16 Convert float to uint ( temp uint)
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0:16 f: direct index for structure ( uniform float)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Sequence
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0:17 move second child to first child ( temp 2-component vector of uint)
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0:17 'r01' ( temp 2-component vector of uint)
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0:17 bitFieldReverse ( temp 2-component vector of uint)
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0:17 Convert float to uint ( temp 2-component vector of uint)
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0:17 f2: direct index for structure ( uniform 2-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:17 Constant:
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0:17 6 (const uint)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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0:20 0 (const int)
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0:20 Constant:
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:21 Branch: Return with expression
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0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 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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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:? '@entryPointOutput.color' (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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0:? Sequence
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0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Function Parameters:
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0:? Sequence
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0:16 Sequence
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0:16 move second child to first child ( temp uint)
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0:16 'r00' ( temp uint)
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0:16 bitCount ( temp uint)
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0:16 Convert float to uint ( temp uint)
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0:16 f: direct index for structure ( uniform float)
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0:16 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:16 Constant:
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0:16 2 (const uint)
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0:17 Sequence
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0:17 move second child to first child ( temp 2-component vector of uint)
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0:17 'r01' ( temp 2-component vector of uint)
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0:17 bitFieldReverse ( temp 2-component vector of uint)
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0:17 Convert float to uint ( temp 2-component vector of uint)
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0:17 f2: direct index for structure ( uniform 2-component vector of float)
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0:17 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:17 Constant:
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0:17 6 (const uint)
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0:20 move second child to first child ( temp 4-component vector of float)
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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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0:20 0 (const int)
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0:20 Constant:
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:20 0.000000
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0:21 Branch: Return with expression
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0:21 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:15 Function Definition: main( ( temp void)
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0:15 Function Parameters:
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0:? Sequence
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0:15 Sequence
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0:15 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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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
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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 50
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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" 47
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ExecutionMode 4 OriginUpperLeft
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "color"
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Name 10 "@main("
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Name 14 "r00"
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Name 19 "$Global"
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MemberName 19($Global) 0 "i"
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MemberName 19($Global) 1 "u"
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MemberName 19($Global) 2 "f"
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MemberName 19($Global) 3 "b"
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MemberName 19($Global) 4 "i2"
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MemberName 19($Global) 5 "u2"
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MemberName 19($Global) 6 "f2"
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MemberName 19($Global) 7 "b2"
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Name 21 ""
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Name 29 "r01"
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Name 37 "ps_output"
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Name 47 "@entryPointOutput.color"
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MemberDecorate 19($Global) 0 Offset 0
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MemberDecorate 19($Global) 1 Offset 4
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MemberDecorate 19($Global) 2 Offset 8
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MemberDecorate 19($Global) 3 Offset 12
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MemberDecorate 19($Global) 4 Offset 16
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MemberDecorate 19($Global) 5 Offset 24
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MemberDecorate 19($Global) 6 Offset 32
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MemberDecorate 19($Global) 7 Offset 40
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Decorate 19($Global) Block
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Decorate 21 DescriptorSet 0
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Decorate 21 Binding 0
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Decorate 47(@entryPointOutput.color) Location 0
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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: TypeVector 6(float) 4
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8(PS_OUTPUT): TypeStruct 7(fvec4)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypeInt 32 0
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13: TypePointer Function 12(int)
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15: TypeInt 32 1
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16: TypeVector 15(int) 2
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17: TypeVector 12(int) 2
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18: TypeVector 6(float) 2
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19($Global): TypeStruct 15(int) 12(int) 6(float) 12(int) 16(ivec2) 17(ivec2) 18(fvec2) 17(ivec2)
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20: TypePointer Uniform 19($Global)
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21: 20(ptr) Variable Uniform
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22: 15(int) Constant 2
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23: TypePointer Uniform 6(float)
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28: TypePointer Function 17(ivec2)
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30: 15(int) Constant 6
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31: TypePointer Uniform 18(fvec2)
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36: TypePointer Function 8(PS_OUTPUT)
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38: 15(int) Constant 0
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39: 6(float) Constant 0
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40: 7(fvec4) ConstantComposite 39 39 39 39
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41: TypePointer Function 7(fvec4)
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46: TypePointer Output 7(fvec4)
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47(@entryPointOutput.color): 46(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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48:8(PS_OUTPUT) FunctionCall 10(@main()
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49: 7(fvec4) CompositeExtract 48 0
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Store 47(@entryPointOutput.color) 49
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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14(r00): 13(ptr) Variable Function
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29(r01): 28(ptr) Variable Function
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37(ps_output): 36(ptr) Variable Function
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24: 23(ptr) AccessChain 21 22
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25: 6(float) Load 24
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26: 12(int) ConvertFToU 25
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27: 12(int) BitCount 26
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Store 14(r00) 27
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32: 31(ptr) AccessChain 21 30
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33: 18(fvec2) Load 32
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34: 17(ivec2) ConvertFToU 33
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35: 17(ivec2) BitReverse 34
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Store 29(r01) 35
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42: 41(ptr) AccessChain 37(ps_output) 38
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Store 42 40
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43:8(PS_OUTPUT) Load 37(ps_output)
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ReturnValue 43
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FunctionEnd
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