glslang/Test/baseResults/hlsl.getsampleposition.dx10.frag.out
John Kessenich 02467d8d94 HLSL: Wrap the entry-point; need to write 'in' args, and support 'inout' args.
This needs some render testing, but is destined to be part of master.

This also leads to a variety of other simplifications.
 - IO are global symbols, so only need one list of linkage nodes (deferred)
 - no longer need parse-context-wide 'inEntryPoint' state, entry-point is localized
 - several parts of splitting/flattening are now localized
2017-02-06 22:58:32 -07:00

146 lines
6.6 KiB
Plaintext

hlsl.getsampleposition.dx10.frag
ERROR: 0:16: '' : unimplemented: GetSamplePosition
ERROR: 0:17: '' : unimplemented: GetSamplePosition
ERROR: 2 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child (temp 2-component vector of float)
0:16 'r00' (temp 2-component vector of float)
0:16 ERROR: Bad aggregation op
(temp 2-component vector of float)
0:16 'g_tTex2dmsf4' (uniform texture2DMS)
0:16 Constant:
0:16 1 (const int)
0:17 Sequence
0:17 move second child to first child (temp 2-component vector of float)
0:17 'r01' (temp 2-component vector of float)
0:17 ERROR: Bad aggregation op
(temp 2-component vector of float)
0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:17 Constant:
0:17 2 (const int)
0:19 move second child to first child (temp 4-component vector of float)
0:19 Color: direct index for structure (temp 4-component vector of float)
0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:19 Constant:
0:19 0 (const int)
0:19 Constant:
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:20 move second child to first child (temp float)
0:20 Depth: direct index for structure (temp float)
0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Branch: Return with expression
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp void)
0:13 Function Parameters:
0:? Sequence
0:13 Sequence
0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:13 Color: direct index for structure (temp 4-component vector of float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:13 Depth: direct index for structure (temp float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child (temp 2-component vector of float)
0:16 'r00' (temp 2-component vector of float)
0:16 ERROR: Bad aggregation op
(temp 2-component vector of float)
0:16 'g_tTex2dmsf4' (uniform texture2DMS)
0:16 Constant:
0:16 1 (const int)
0:17 Sequence
0:17 move second child to first child (temp 2-component vector of float)
0:17 'r01' (temp 2-component vector of float)
0:17 ERROR: Bad aggregation op
(temp 2-component vector of float)
0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:17 Constant:
0:17 2 (const int)
0:19 move second child to first child (temp 4-component vector of float)
0:19 Color: direct index for structure (temp 4-component vector of float)
0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:19 Constant:
0:19 0 (const int)
0:19 Constant:
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:20 move second child to first child (temp float)
0:20 Depth: direct index for structure (temp float)
0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Branch: Return with expression
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( (temp void)
0:13 Function Parameters:
0:? Sequence
0:13 Sequence
0:13 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:13 Color: direct index for structure (temp 4-component vector of float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:13 Depth: direct index for structure (temp float)
0:13 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:? 'Depth' (out float FragDepth)
SPIR-V is not generated for failed compile or link