
This PR adds support for default function parameters in the following cases: 1. Simple constants, such as void fn(int x, float myparam = 3) 2. Expressions that can be const folded, such a ... myparam = sin(some_const) 3. Initializer lists that can be const folded, such as ... float2 myparam = {1,2} New tests are added: hlsl.params.default.frag and hlsl.params.default.err.frag (for testing error situations, such as ambiguity or non-const-foldable). In order to avoid sampler method ambiguity, the hlsl better() lambda now considers sampler matches. Previously, all sampler types looked identical since only the basic type of EbtSampler was considered.
778 lines
30 KiB
Plaintext
778 lines
30 KiB
Plaintext
hlsl.intrinsics.negative.frag
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ERROR: 0:10: 'determinant' : no matching overloaded function found
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ERROR: 0:12: 'f32tof16' : unimplemented intrinsic: handle natively
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ERROR: 0:23: 'length' : ambiguous best function under implicit type conversion
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ERROR: 0:25: 'normalize' : ambiguous best function under implicit type conversion
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ERROR: 0:26: 'reflect' : ambiguous best function under implicit type conversion
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ERROR: 0:27: 'refract' : ambiguous best function under implicit type conversion
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ERROR: 0:28: 'refract' : no matching overloaded function found
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ERROR: 0:30: 'transpose' : no matching overloaded function found
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ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found
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ERROR: 0:46: 'asdouble' : double2 conversion not implemented
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ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found
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ERROR: 0:49: 'cross' : no matching overloaded function found
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ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
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ERROR: 0:51: 'determinant' : no matching overloaded function found
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ERROR: 0:52: 'f32tof16' : unimplemented intrinsic: handle natively
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ERROR: 0:57: 'transpose' : no matching overloaded function found
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ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found
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ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
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ERROR: 0:67: 'determinant' : no matching overloaded function found
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ERROR: 0:68: 'f32tof16' : unimplemented intrinsic: handle natively
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ERROR: 0:73: 'transpose' : no matching overloaded function found
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ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found
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ERROR: 0:84: 'determinant' : no matching overloaded function found
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ERROR: 0:85: 'f32tof16' : unimplemented intrinsic: handle natively
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ERROR: 0:90: 'transpose' : no matching overloaded function found
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ERROR: 0:117: 'countbits' : no matching overloaded function found
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ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
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ERROR: 0:117: 'cross' : no matching overloaded function found
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ERROR: 0:117: 'f16tof32' : no matching overloaded function found
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ERROR: 0:117: 'firstbithigh' : no matching overloaded function found
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ERROR: 0:117: 'firstbitlow' : no matching overloaded function found
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ERROR: 0:117: 'reversebits' : no matching overloaded function found
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ERROR: 0:117: 'length' : no matching overloaded function found
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ERROR: 0:117: 'noise' : no matching overloaded function found
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ERROR: 0:117: 'normalize' : no matching overloaded function found
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ERROR: 0:117: 'reflect' : no matching overloaded function found
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ERROR: 0:117: 'refract' : no matching overloaded function found
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ERROR: 0:117: 'reversebits' : no matching overloaded function found
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ERROR: 0:125: 'countbits' : no matching overloaded function found
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ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
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ERROR: 0:125: 'cross' : no matching overloaded function found
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ERROR: 0:125: 'f16tof32' : no matching overloaded function found
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ERROR: 0:125: 'firstbithigh' : no matching overloaded function found
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ERROR: 0:125: 'firstbitlow' : no matching overloaded function found
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ERROR: 0:125: 'reversebits' : no matching overloaded function found
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ERROR: 0:125: 'length' : no matching overloaded function found
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ERROR: 0:125: 'noise' : no matching overloaded function found
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ERROR: 0:125: 'normalize' : no matching overloaded function found
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ERROR: 0:125: 'reflect' : no matching overloaded function found
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ERROR: 0:125: 'refract' : no matching overloaded function found
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ERROR: 0:125: 'reversebits' : no matching overloaded function found
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ERROR: 0:133: 'countbits' : no matching overloaded function found
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ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
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ERROR: 0:133: 'cross' : no matching overloaded function found
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ERROR: 0:133: 'f16tof32' : no matching overloaded function found
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ERROR: 0:133: 'firstbithigh' : no matching overloaded function found
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ERROR: 0:133: 'firstbitlow' : no matching overloaded function found
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ERROR: 0:133: 'reversebits' : no matching overloaded function found
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ERROR: 0:133: 'length' : no matching overloaded function found
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ERROR: 0:133: 'noise' : no matching overloaded function found
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ERROR: 0:133: 'normalize' : no matching overloaded function found
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ERROR: 0:133: 'reflect' : no matching overloaded function found
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ERROR: 0:133: 'refract' : no matching overloaded function found
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ERROR: 0:133: 'reversebits' : no matching overloaded function found
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ERROR: 64 compilation errors. No code generated.
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Shader version: 450
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float)
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0:2 Function Parameters:
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0:2 'inF0' (in float)
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0:2 'inF1' (in float)
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0:2 'inF2' (in float)
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0:2 'inI0' (in int)
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0:? Sequence
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0:5 uint64BitsToDouble (temp double)
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0:5 Construct uvec2 (temp 2-component vector of uint)
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0:5 Convert float to uint (temp uint)
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0:5 'inF0' (in float)
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0:5 Convert float to uint (temp uint)
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0:5 'inF1' (in float)
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0:6 Function Call: CheckAccessFullyMapped(u1; (temp bool)
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0:6 Constant:
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0:6 3 (const uint)
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0:7 bitCount (temp uint)
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0:7 Convert float to uint (temp uint)
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0:7 'inF0' (in float)
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0:8 cross-product (temp 3-component vector of float)
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0:8 Construct vec3 (in 3-component vector of float)
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0:8 'inF0' (in float)
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0:8 Construct vec3 (in 3-component vector of float)
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0:8 'inF1' (in float)
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0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
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0:9 Construct vec4 (in 4-component vector of float)
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0:9 'inF0' (in float)
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0:10 Constant:
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0:10 0.000000
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0:12 ERROR: Bad unary op
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(temp float)
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0:12 Convert float to uint (temp uint)
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0:12 'inF0' (in float)
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0:13 findMSB (temp uint)
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0:13 Convert float to uint (temp uint)
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0:13 'inF0' (in float)
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0:14 findLSB (temp uint)
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0:14 Convert float to uint (temp uint)
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0:14 'inF0' (in float)
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0:23 length (temp float)
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0:23 Construct vec2 (in 2-component vector of float)
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0:23 'inF0' (in float)
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0:24 Function Call: msad4(u1;vu2;vu4; (temp 4-component vector of uint)
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0:24 Convert float to uint (temp uint)
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0:24 'inF0' (in float)
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0:24 Constant:
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:24 Constant:
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:25 normalize (temp 2-component vector of float)
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0:25 Construct vec2 (in 2-component vector of float)
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0:25 'inF0' (in float)
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0:26 reflect (temp 2-component vector of float)
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0:26 Construct vec2 (in 2-component vector of float)
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0:26 'inF0' (in float)
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0:26 Construct vec2 (in 2-component vector of float)
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0:26 'inF1' (in float)
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0:27 refract (temp 2-component vector of float)
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0:27 Construct vec2 (in 2-component vector of float)
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0:27 'inF0' (in float)
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0:27 Construct vec2 (in 2-component vector of float)
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0:27 'inF1' (in float)
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0:27 'inF2' (in float)
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0:28 Constant:
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0:28 0.000000
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0:29 bitFieldReverse (temp uint)
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0:29 Convert float to uint (temp uint)
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0:29 'inF0' (in float)
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0:30 Constant:
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0:30 0.000000
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0:32 Branch: Return with expression
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0:32 Constant:
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0:32 0.000000
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0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
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0:36 Function Parameters:
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0:36 'inF0' (in 1-component vector of float)
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0:36 'inF1' (in 1-component vector of float)
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0:36 'inF2' (in 1-component vector of float)
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0:36 'inI0' (in 1-component vector of int)
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0:? Sequence
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0:39 Constant:
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0:39 0.000000
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0:41 Branch: Return with expression
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0:41 Constant:
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0:41 0.000000
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0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
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0:45 Function Parameters:
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0:45 'inF0' (in 2-component vector of float)
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0:45 'inF1' (in 2-component vector of float)
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0:45 'inF2' (in 2-component vector of float)
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0:45 'inI0' (in 2-component vector of int)
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0:? Sequence
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0:46 ERROR: Bad aggregation op
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(temp 2-component vector of double)
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0:46 Convert float to uint (temp 2-component vector of uint)
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0:46 'inF0' (in 2-component vector of float)
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0:46 Convert float to uint (temp 2-component vector of uint)
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0:46 'inF1' (in 2-component vector of float)
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0:47 Constant:
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0:47 0.000000
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0:48 bitCount (temp 2-component vector of uint)
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0:48 Convert float to uint (temp 2-component vector of uint)
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0:48 'inF0' (in 2-component vector of float)
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0:49 Constant:
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0:49 0.000000
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0:50 Constant:
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0:50 0.000000
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0:51 Constant:
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0:51 0.000000
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0:52 ERROR: Bad unary op
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(temp 2-component vector of float)
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0:52 Convert float to uint (temp 2-component vector of uint)
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0:52 'inF0' (in 2-component vector of float)
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0:53 findMSB (temp 2-component vector of uint)
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0:53 Convert float to uint (temp 2-component vector of uint)
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0:53 'inF0' (in 2-component vector of float)
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0:54 findLSB (temp 2-component vector of uint)
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0:54 Convert float to uint (temp 2-component vector of uint)
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0:54 'inF0' (in 2-component vector of float)
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0:56 bitFieldReverse (temp 2-component vector of uint)
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0:56 Convert float to uint (temp 2-component vector of uint)
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0:56 'inF0' (in 2-component vector of float)
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0:57 Constant:
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0:57 0.000000
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0:59 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
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0:63 Function Parameters:
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0:63 'inF0' (in 3-component vector of float)
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0:63 'inF1' (in 3-component vector of float)
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0:63 'inF2' (in 3-component vector of float)
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0:63 'inI0' (in 3-component vector of int)
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0:? Sequence
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0:64 Constant:
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0:64 0.000000
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0:65 bitCount (temp 3-component vector of uint)
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0:65 Convert float to uint (temp 3-component vector of uint)
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0:65 'inF0' (in 3-component vector of float)
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0:66 Constant:
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0:66 0.000000
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0:67 Constant:
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0:67 0.000000
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0:68 ERROR: Bad unary op
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(temp 3-component vector of float)
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0:68 Convert float to uint (temp 3-component vector of uint)
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0:68 'inF0' (in 3-component vector of float)
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0:69 findMSB (temp 3-component vector of uint)
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0:69 Convert float to uint (temp 3-component vector of uint)
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0:69 'inF0' (in 3-component vector of float)
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0:70 findLSB (temp 3-component vector of uint)
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0:70 Convert float to uint (temp 3-component vector of uint)
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0:70 'inF0' (in 3-component vector of float)
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0:72 bitFieldReverse (temp 3-component vector of uint)
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0:72 Convert float to uint (temp 3-component vector of uint)
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0:72 'inF0' (in 3-component vector of float)
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0:73 Constant:
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0:73 0.000000
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0:76 Branch: Return with expression
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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0:80 Function Parameters:
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0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:80 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:80 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:80 'inI0' (layout(location=3 ) in 4-component vector of int)
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0:? Sequence
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0:81 Constant:
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0:81 0.000000
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0:82 bitCount (temp 4-component vector of uint)
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0:82 Convert float to uint (temp 4-component vector of uint)
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0:82 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:83 cross-product (temp 3-component vector of float)
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0:83 Construct vec3 (in 3-component vector of float)
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0:83 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:83 Construct vec3 (in 3-component vector of float)
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0:83 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:84 Constant:
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0:84 0.000000
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0:85 ERROR: Bad unary op
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(temp 4-component vector of float)
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0:85 Convert float to uint (temp 4-component vector of uint)
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0:85 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:86 findMSB (temp 4-component vector of uint)
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0:86 Convert float to uint (temp 4-component vector of uint)
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0:86 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:87 findLSB (temp 4-component vector of uint)
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0:87 Convert float to uint (temp 4-component vector of uint)
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0:87 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:89 bitFieldReverse (temp 4-component vector of uint)
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0:89 Convert float to uint (temp 4-component vector of uint)
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0:89 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:90 Constant:
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0:90 0.000000
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0:92 Sequence
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0:92 move second child to first child (temp 4-component vector of float)
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:? 3.000000
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0:? 4.000000
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0:92 Branch: Return
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0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; (temp 2X2 matrix of float)
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0:115 Function Parameters:
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0:115 'inF0' (in 2X2 matrix of float)
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0:115 'inF1' (in 2X2 matrix of float)
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0:115 'inF2' (in 2X2 matrix of float)
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0:? Sequence
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:117 Constant:
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0:117 0.000000
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0:119 Branch: Return with expression
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0:? Constant:
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0:? 2.000000
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0:? 2.000000
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0:? 2.000000
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0:? 2.000000
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0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; (temp 3X3 matrix of float)
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0:123 Function Parameters:
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0:123 'inF0' (in 3X3 matrix of float)
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0:123 'inF1' (in 3X3 matrix of float)
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0:123 'inF2' (in 3X3 matrix of float)
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0:? Sequence
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:125 Constant:
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0:125 0.000000
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0:127 Branch: Return with expression
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0:? Constant:
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:? 3.000000
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0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; (temp 4X4 matrix of float)
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0:131 Function Parameters:
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0:131 'inF0' (in 4X4 matrix of float)
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0:131 'inF1' (in 4X4 matrix of float)
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0:131 'inF2' (in 4X4 matrix of float)
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0:? Sequence
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:133 Constant:
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0:133 0.000000
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0:135 Branch: Return with expression
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0:? Constant:
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? 4.000000
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0:? Linker Objects
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0:? '@entryPointOutput' (layout(location=0 ) out 4-component vector of float)
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0:? 'inF0' (layout(location=0 ) in 4-component vector of float)
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0:? 'inF1' (layout(location=1 ) in 4-component vector of float)
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0:? 'inF2' (layout(location=2 ) in 4-component vector of float)
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0:? 'inI0' (layout(location=3 ) in 4-component vector of int)
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Linked fragment stage:
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Shader version: 450
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; (temp float)
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0:2 Function Parameters:
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0:2 'inF0' (in float)
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0:2 'inF1' (in float)
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0:2 'inF2' (in float)
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0:2 'inI0' (in int)
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0:? Sequence
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0:5 uint64BitsToDouble (temp double)
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0:5 Construct uvec2 (temp 2-component vector of uint)
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0:5 Convert float to uint (temp uint)
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0:5 'inF0' (in float)
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0:5 Convert float to uint (temp uint)
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0:5 'inF1' (in float)
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0:6 Function Call: CheckAccessFullyMapped(u1; (temp bool)
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0:6 Constant:
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0:6 3 (const uint)
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0:7 bitCount (temp uint)
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0:7 Convert float to uint (temp uint)
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0:7 'inF0' (in float)
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0:8 cross-product (temp 3-component vector of float)
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0:8 Construct vec3 (in 3-component vector of float)
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0:8 'inF0' (in float)
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0:8 Construct vec3 (in 3-component vector of float)
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0:8 'inF1' (in float)
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0:9 Function Call: D3DCOLORtoUBYTE4(vf4; (temp 4-component vector of int)
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0:9 Construct vec4 (in 4-component vector of float)
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0:9 'inF0' (in float)
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0:10 Constant:
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0:10 0.000000
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0:12 ERROR: Bad unary op
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(temp float)
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0:12 Convert float to uint (temp uint)
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0:12 'inF0' (in float)
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0:13 findMSB (temp uint)
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0:13 Convert float to uint (temp uint)
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0:13 'inF0' (in float)
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0:14 findLSB (temp uint)
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0:14 Convert float to uint (temp uint)
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0:14 'inF0' (in float)
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0:23 length (temp float)
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0:23 Construct vec2 (in 2-component vector of float)
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0:23 'inF0' (in float)
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0:24 Function Call: msad4(u1;vu2;vu4; (temp 4-component vector of uint)
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0:24 Convert float to uint (temp uint)
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0:24 'inF0' (in float)
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0:24 Constant:
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:24 Constant:
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:24 0 (const uint)
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0:25 normalize (temp 2-component vector of float)
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0:25 Construct vec2 (in 2-component vector of float)
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0:25 'inF0' (in float)
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0:26 reflect (temp 2-component vector of float)
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0:26 Construct vec2 (in 2-component vector of float)
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0:26 'inF0' (in float)
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0:26 Construct vec2 (in 2-component vector of float)
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0:26 'inF1' (in float)
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0:27 refract (temp 2-component vector of float)
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0:27 Construct vec2 (in 2-component vector of float)
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0:27 'inF0' (in float)
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0:27 Construct vec2 (in 2-component vector of float)
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0:27 'inF1' (in float)
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0:27 'inF2' (in float)
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0:28 Constant:
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0:28 0.000000
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0:29 bitFieldReverse (temp uint)
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0:29 Convert float to uint (temp uint)
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0:29 'inF0' (in float)
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0:30 Constant:
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0:30 0.000000
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0:32 Branch: Return with expression
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0:32 Constant:
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0:32 0.000000
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0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; (temp 1-component vector of float)
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0:36 Function Parameters:
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|
0:36 'inF0' (in 1-component vector of float)
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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
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|
0:41 Constant:
|
|
0:41 0.000000
|
|
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; (temp 2-component vector of float)
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|
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)
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|
0:? Sequence
|
|
0:46 ERROR: Bad aggregation op
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|
(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)
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|
0:57 Constant:
|
|
0:57 0.000000
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|
0:59 Branch: Return with expression
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|
0:? Constant:
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0:? 1.000000
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0:? 2.000000
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0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; (temp 3-component vector of float)
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|
0:63 Function Parameters:
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|
0:63 'inF0' (in 3-component vector of float)
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|
0:63 'inF1' (in 3-component vector of float)
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|
0:63 'inF2' (in 3-component vector of float)
|
|
0:63 'inI0' (in 3-component vector of int)
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|
0:? Sequence
|
|
0:64 Constant:
|
|
0:64 0.000000
|
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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
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|
(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)
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|
0:69 'inF0' (in 3-component vector of float)
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|
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
|
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0:? 3.000000
|
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0:80 Function Definition: PixelShaderFunction(vf4;vf4;vf4;vi4; (temp 4-component vector of float)
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|
0:80 Function Parameters:
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|
0:80 'inF0' (layout(location=0 ) in 4-component vector of float)
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|
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)
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|
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)
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|
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
|