glslang/Test/baseResults/hlsl.sample.dx9.frag.out
tgfrerer adfa0938a2
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.
2021-05-11 09:42:11 +01:00

593 lines
27 KiB
Plaintext

hlsl.sample.dx9.frag
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:? Sequence
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'ColorOut' ( temp 4-component vector of float)
0:18 Constant:
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:20 add second child into first child ( temp 4-component vector of float)
0:20 'ColorOut' ( temp 4-component vector of float)
0:20 texture ( temp 4-component vector of float)
0:20 'g_sam' (layout( binding=0) uniform sampler2D)
0:20 Constant:
0:20 0.400000
0:20 0.300000
0:21 add second child into first child ( temp 4-component vector of float)
0:21 'ColorOut' ( temp 4-component vector of float)
0:21 texture ( temp 4-component vector of float)
0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:21 Constant:
0:21 0.500000
0:22 add second child into first child ( temp 4-component vector of float)
0:22 'ColorOut' ( temp 4-component vector of float)
0:22 texture ( temp 4-component vector of float)
0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:22 Constant:
0:22 0.500000
0:22 0.600000
0:23 add second child into first child ( temp 4-component vector of float)
0:23 'ColorOut' ( temp 4-component vector of float)
0:23 texture ( temp 4-component vector of float)
0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:23 Constant:
0:23 0.500000
0:23 0.600000
0:23 0.400000
0:24 add second child into first child ( temp 4-component vector of float)
0:24 'ColorOut' ( temp 4-component vector of float)
0:24 texture ( temp 4-component vector of float)
0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
0:24 Constant:
0:24 0.500000
0:24 0.600000
0:24 0.400000
0:26 add second child into first child ( temp 4-component vector of float)
0:26 'ColorOut' ( temp 4-component vector of float)
0:26 textureLod ( temp 4-component vector of float)
0:26 'g_sam' (layout( binding=0) uniform sampler2D)
0:26 Construct vec2 ( temp 2-component vector of float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 direct index ( temp float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 Constant:
0:26 3 (const int)
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'ColorOut' ( temp 4-component vector of float)
0:27 textureLod ( temp 4-component vector of float)
0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:27 Construct float ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 direct index ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 Constant:
0:27 3 (const int)
0:28 add second child into first child ( temp 4-component vector of float)
0:28 'ColorOut' ( temp 4-component vector of float)
0:28 textureLod ( temp 4-component vector of float)
0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:28 Construct vec2 ( temp 2-component vector of float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 direct index ( temp float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 Constant:
0:28 3 (const int)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'ColorOut' ( temp 4-component vector of float)
0:29 textureLod ( temp 4-component vector of float)
0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:29 Construct vec3 ( temp 3-component vector of float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 direct index ( temp float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 Constant:
0:29 3 (const int)
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'ColorOut' ( temp 4-component vector of float)
0:30 textureLod ( temp 4-component vector of float)
0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
0:30 Construct vec3 ( temp 3-component vector of float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 direct index ( temp float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 Constant:
0:30 3 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:32 Constant:
0:32 0 (const int)
0:32 divide ( temp 4-component vector of float)
0:32 'ColorOut' ( temp 4-component vector of float)
0:32 Constant:
0:32 10.000000
0:33 move second child to first child ( temp float)
0:33 Depth: direct index for structure ( temp float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Branch: Return with expression
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:15 Color: direct index for structure ( temp 4-component vector of float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 0 (const int)
0:15 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:15 Depth: direct index for structure ( temp float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 1 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
using depth_any
0:? Sequence
0:15 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Parameters:
0:? Sequence
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'ColorOut' ( temp 4-component vector of float)
0:18 Constant:
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:18 0.000000
0:20 add second child into first child ( temp 4-component vector of float)
0:20 'ColorOut' ( temp 4-component vector of float)
0:20 texture ( temp 4-component vector of float)
0:20 'g_sam' (layout( binding=0) uniform sampler2D)
0:20 Constant:
0:20 0.400000
0:20 0.300000
0:21 add second child into first child ( temp 4-component vector of float)
0:21 'ColorOut' ( temp 4-component vector of float)
0:21 texture ( temp 4-component vector of float)
0:21 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:21 Constant:
0:21 0.500000
0:22 add second child into first child ( temp 4-component vector of float)
0:22 'ColorOut' ( temp 4-component vector of float)
0:22 texture ( temp 4-component vector of float)
0:22 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:22 Constant:
0:22 0.500000
0:22 0.600000
0:23 add second child into first child ( temp 4-component vector of float)
0:23 'ColorOut' ( temp 4-component vector of float)
0:23 texture ( temp 4-component vector of float)
0:23 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:23 Constant:
0:23 0.500000
0:23 0.600000
0:23 0.400000
0:24 add second child into first child ( temp 4-component vector of float)
0:24 'ColorOut' ( temp 4-component vector of float)
0:24 texture ( temp 4-component vector of float)
0:24 'g_samCube' (layout( binding=4) uniform samplerCube)
0:24 Constant:
0:24 0.500000
0:24 0.600000
0:24 0.400000
0:26 add second child into first child ( temp 4-component vector of float)
0:26 'ColorOut' ( temp 4-component vector of float)
0:26 textureLod ( temp 4-component vector of float)
0:26 'g_sam' (layout( binding=0) uniform sampler2D)
0:26 Construct vec2 ( temp 2-component vector of float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 direct index ( temp float)
0:26 Constant:
0:26 0.400000
0:26 0.300000
0:26 0.000000
0:26 0.000000
0:26 Constant:
0:26 3 (const int)
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'ColorOut' ( temp 4-component vector of float)
0:27 textureLod ( temp 4-component vector of float)
0:27 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:27 Construct float ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 direct index ( temp float)
0:27 Constant:
0:27 0.500000
0:27 0.000000
0:27 0.000000
0:27 0.000000
0:27 Constant:
0:27 3 (const int)
0:28 add second child into first child ( temp 4-component vector of float)
0:28 'ColorOut' ( temp 4-component vector of float)
0:28 textureLod ( temp 4-component vector of float)
0:28 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:28 Construct vec2 ( temp 2-component vector of float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 direct index ( temp float)
0:28 Constant:
0:28 0.500000
0:28 0.600000
0:28 0.000000
0:28 0.000000
0:28 Constant:
0:28 3 (const int)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'ColorOut' ( temp 4-component vector of float)
0:29 textureLod ( temp 4-component vector of float)
0:29 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:29 Construct vec3 ( temp 3-component vector of float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 direct index ( temp float)
0:29 Constant:
0:29 0.500000
0:29 0.600000
0:29 0.400000
0:29 0.000000
0:29 Constant:
0:29 3 (const int)
0:30 add second child into first child ( temp 4-component vector of float)
0:30 'ColorOut' ( temp 4-component vector of float)
0:30 textureLod ( temp 4-component vector of float)
0:30 'g_samCube' (layout( binding=4) uniform samplerCube)
0:30 Construct vec3 ( temp 3-component vector of float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 direct index ( temp float)
0:30 Constant:
0:30 0.500000
0:30 0.600000
0:30 0.400000
0:30 0.000000
0:30 Constant:
0:30 3 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 Color: direct index for structure ( temp 4-component vector of float)
0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:32 Constant:
0:32 0 (const int)
0:32 divide ( temp 4-component vector of float)
0:32 'ColorOut' ( temp 4-component vector of float)
0:32 Constant:
0:32 10.000000
0:33 move second child to first child ( temp float)
0:33 Depth: direct index for structure ( temp float)
0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.000000
0:35 Branch: Return with expression
0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Definition: main( ( temp void)
0:15 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:15 Color: direct index for structure ( temp 4-component vector of float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 0 (const int)
0:15 move second child to first child ( temp float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:15 Depth: direct index for structure ( temp float)
0:15 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:15 Constant:
0:15 1 (const int)
0:? Linker Objects
0:? 'g_sam' (layout( binding=0) uniform sampler2D)
0:? 'g_sam1D' (layout( binding=1) uniform sampler1D)
0:? 'g_sam2D' (layout( binding=2) uniform sampler2D)
0:? 'g_sam3D' (layout( binding=3) uniform sampler3D)
0:? 'g_samCube' (layout( binding=4) uniform samplerCube)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 8000a
// Id's are bound by 135
Capability Shader
Capability Sampled1D
2: ExtInstImport "GLSL.std.450"
MemoryModel Logical GLSL450
EntryPoint Fragment 5 "main" 128 132
ExecutionMode 5 OriginUpperLeft
ExecutionMode 5 DepthReplacing
1: String ""
Source HLSL 500 1 "// OpModuleProcessed auto-map-locations
// OpModuleProcessed auto-map-bindings
// OpModuleProcessed entry-point main
// OpModuleProcessed client vulkan100
// OpModuleProcessed target-env vulkan1.0
// OpModuleProcessed keep-uncalled
// OpModuleProcessed hlsl-offsets
#line 1
"
Name 5 "main"
Name 9 "PS_OUTPUT"
MemberName 9(PS_OUTPUT) 0 "Color"
MemberName 9(PS_OUTPUT) 1 "Depth"
Name 11 "@main("
Name 14 "ColorOut"
Name 20 "g_sam"
Name 32 "g_sam1D"
Name 38 "g_sam2D"
Name 48 "g_sam3D"
Name 58 "g_samCube"
Name 110 "psout"
Name 125 "flattenTemp"
Name 128 "@entryPointOutput.Color"
Name 132 "@entryPointOutput.Depth"
Decorate 20(g_sam) DescriptorSet 0
Decorate 20(g_sam) Binding 0
Decorate 32(g_sam1D) DescriptorSet 0
Decorate 32(g_sam1D) Binding 1
Decorate 38(g_sam2D) DescriptorSet 0
Decorate 38(g_sam2D) Binding 2
Decorate 48(g_sam3D) DescriptorSet 0
Decorate 48(g_sam3D) Binding 3
Decorate 58(g_samCube) DescriptorSet 0
Decorate 58(g_samCube) Binding 4
Decorate 128(@entryPointOutput.Color) Location 0
Decorate 132(@entryPointOutput.Depth) BuiltIn FragDepth
3: TypeVoid
4: TypeFunction 3
7: TypeFloat 32
8: TypeVector 7(float) 4
9(PS_OUTPUT): TypeStruct 8(fvec4) 7(float)
10: TypeFunction 9(PS_OUTPUT)
13: TypePointer Function 8(fvec4)
15: 7(float) Constant 0
16: 8(fvec4) ConstantComposite 15 15 15 15
17: TypeImage 7(float) 2D sampled format:Unknown
18: TypeSampledImage 17
19: TypePointer UniformConstant 18
20(g_sam): 19(ptr) Variable UniformConstant
22: TypeVector 7(float) 2
23: 7(float) Constant 1053609165
24: 7(float) Constant 1050253722
25: 22(fvec2) ConstantComposite 23 24
29: TypeImage 7(float) 1D sampled format:Unknown
30: TypeSampledImage 29
31: TypePointer UniformConstant 30
32(g_sam1D): 31(ptr) Variable UniformConstant
34: 7(float) Constant 1056964608
38(g_sam2D): 19(ptr) Variable UniformConstant
40: 7(float) Constant 1058642330
41: 22(fvec2) ConstantComposite 34 40
45: TypeImage 7(float) 3D sampled format:Unknown
46: TypeSampledImage 45
47: TypePointer UniformConstant 46
48(g_sam3D): 47(ptr) Variable UniformConstant
50: TypeVector 7(float) 3
51: 50(fvec3) ConstantComposite 34 40 23
55: TypeImage 7(float) Cube sampled format:Unknown
56: TypeSampledImage 55
57: TypePointer UniformConstant 56
58(g_samCube): 57(ptr) Variable UniformConstant
64: 8(fvec4) ConstantComposite 23 24 15 15
68: TypeInt 32 0
69: 68(int) Constant 3
75: 8(fvec4) ConstantComposite 34 15 15 15
82: 8(fvec4) ConstantComposite 34 40 15 15
91: 8(fvec4) ConstantComposite 34 40 23 15
109: TypePointer Function 9(PS_OUTPUT)
111: TypeInt 32 1
112: 111(int) Constant 0
114: 7(float) Constant 1092616192
118: 111(int) Constant 1
119: 7(float) Constant 1065353216
120: TypePointer Function 7(float)
127: TypePointer Output 8(fvec4)
128(@entryPointOutput.Color): 127(ptr) Variable Output
131: TypePointer Output 7(float)
132(@entryPointOutput.Depth): 131(ptr) Variable Output
5(main): 3 Function None 4
6: Label
125(flattenTemp): 109(ptr) Variable Function
Line 1 15 0
126:9(PS_OUTPUT) FunctionCall 11(@main()
Store 125(flattenTemp) 126
129: 13(ptr) AccessChain 125(flattenTemp) 112
130: 8(fvec4) Load 129
Store 128(@entryPointOutput.Color) 130
133: 120(ptr) AccessChain 125(flattenTemp) 118
134: 7(float) Load 133
Store 132(@entryPointOutput.Depth) 134
Return
FunctionEnd
11(@main():9(PS_OUTPUT) Function None 10
12: Label
14(ColorOut): 13(ptr) Variable Function
110(psout): 109(ptr) Variable Function
Line 1 18 0
Store 14(ColorOut) 16
Line 1 20 0
21: 18 Load 20(g_sam)
26: 8(fvec4) ImageSampleImplicitLod 21 25
27: 8(fvec4) Load 14(ColorOut)
28: 8(fvec4) FAdd 27 26
Store 14(ColorOut) 28
Line 1 21 0
33: 30 Load 32(g_sam1D)
35: 8(fvec4) ImageSampleImplicitLod 33 34
36: 8(fvec4) Load 14(ColorOut)
37: 8(fvec4) FAdd 36 35
Store 14(ColorOut) 37
Line 1 22 0
39: 18 Load 38(g_sam2D)
42: 8(fvec4) ImageSampleImplicitLod 39 41
43: 8(fvec4) Load 14(ColorOut)
44: 8(fvec4) FAdd 43 42
Store 14(ColorOut) 44
Line 1 23 0
49: 46 Load 48(g_sam3D)
52: 8(fvec4) ImageSampleImplicitLod 49 51
53: 8(fvec4) Load 14(ColorOut)
54: 8(fvec4) FAdd 53 52
Store 14(ColorOut) 54
Line 1 24 0
59: 56 Load 58(g_samCube)
60: 8(fvec4) ImageSampleImplicitLod 59 51
61: 8(fvec4) Load 14(ColorOut)
62: 8(fvec4) FAdd 61 60
Store 14(ColorOut) 62
Line 1 26 0
63: 18 Load 20(g_sam)
65: 7(float) CompositeExtract 64 0
66: 7(float) CompositeExtract 64 1
67: 22(fvec2) CompositeConstruct 65 66
70: 7(float) CompositeExtract 64 3
71: 8(fvec4) ImageSampleExplicitLod 63 67 Lod 70
72: 8(fvec4) Load 14(ColorOut)
73: 8(fvec4) FAdd 72 71
Store 14(ColorOut) 73
Line 1 27 0
74: 30 Load 32(g_sam1D)
76: 7(float) CompositeExtract 75 0
77: 7(float) CompositeExtract 75 3
78: 8(fvec4) ImageSampleExplicitLod 74 76 Lod 77
79: 8(fvec4) Load 14(ColorOut)
80: 8(fvec4) FAdd 79 78
Store 14(ColorOut) 80
Line 1 28 0
81: 18 Load 38(g_sam2D)
83: 7(float) CompositeExtract 82 0
84: 7(float) CompositeExtract 82 1
85: 22(fvec2) CompositeConstruct 83 84
86: 7(float) CompositeExtract 82 3
87: 8(fvec4) ImageSampleExplicitLod 81 85 Lod 86
88: 8(fvec4) Load 14(ColorOut)
89: 8(fvec4) FAdd 88 87
Store 14(ColorOut) 89
Line 1 29 0
90: 46 Load 48(g_sam3D)
92: 7(float) CompositeExtract 91 0
93: 7(float) CompositeExtract 91 1
94: 7(float) CompositeExtract 91 2
95: 50(fvec3) CompositeConstruct 92 93 94
96: 7(float) CompositeExtract 91 3
97: 8(fvec4) ImageSampleExplicitLod 90 95 Lod 96
98: 8(fvec4) Load 14(ColorOut)
99: 8(fvec4) FAdd 98 97
Store 14(ColorOut) 99
Line 1 30 0
100: 56 Load 58(g_samCube)
101: 7(float) CompositeExtract 91 0
102: 7(float) CompositeExtract 91 1
103: 7(float) CompositeExtract 91 2
104: 50(fvec3) CompositeConstruct 101 102 103
105: 7(float) CompositeExtract 91 3
106: 8(fvec4) ImageSampleExplicitLod 100 104 Lod 105
107: 8(fvec4) Load 14(ColorOut)
108: 8(fvec4) FAdd 107 106
Store 14(ColorOut) 108
Line 1 32 0
113: 8(fvec4) Load 14(ColorOut)
115: 8(fvec4) CompositeConstruct 114 114 114 114
116: 8(fvec4) FDiv 113 115
117: 13(ptr) AccessChain 110(psout) 112
Store 117 116
Line 1 33 0
121: 120(ptr) AccessChain 110(psout) 118
Store 121 119
Line 1 35 0
122:9(PS_OUTPUT) Load 110(psout)
ReturnValue 122
FunctionEnd