glslang/Test/baseResults/hlsl.getsampleposition.dx10.frag.out
John Kessenich 830b0cc98b HLSL: Start location numbering with the entry-point return value.
Also, increment location numbers by the size of the objects.
2016-08-29 18:10:47 -06:00

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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!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth 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
(global 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
(global 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 FragDepth 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 FragDepth)
0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Sequence
0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
Linked fragment stage:
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: main( (global structure{temp 4-component vector of float Color, temp float FragDepth 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
(global 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
(global 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 FragDepth 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 FragDepth)
0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Sequence
0:22 move second child to first child (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:? '@entryPointOutput' (layout(location=0 ) out structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float FragDepth Depth})
0:22 Branch: Return
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex2dmsf4' (uniform texture2DMS)
0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
SPIR-V is not generated for failed compile or link