Rationalizes the entire tracking of the linker object nodes, effecting GLSL, HLSL, and SPIR-V, to allow tracked objects to be fully edited before their type snapshot for linker objects. Should only effect things when the rest of the AST contained no reference to the symbol, because normal AST nodes were not stale. Also will only effect such objects when their types were edited.
134 lines
5.6 KiB
Plaintext
134 lines
5.6 KiB
Plaintext
hlsl.getsampleposition.dx10.frag
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ERROR: 0:16: '' : unimplemented: GetSamplePosition
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ERROR: 0:17: '' : unimplemented: GetSamplePosition
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ERROR: 2 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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0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 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 2-component vector of float)
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0:16 'r00' (temp 2-component vector of float)
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0:16 ERROR: Bad aggregation op
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(global 2-component vector of float)
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0:16 'g_tTex2dmsf4' (uniform texture2DMS)
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0:16 Constant:
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0:16 1 (const int)
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0:17 Sequence
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0:17 move second child to first child (temp 2-component vector of float)
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0:17 'r01' (temp 2-component vector of float)
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0:17 ERROR: Bad aggregation op
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(global 2-component vector of float)
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0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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0:17 Constant:
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0:17 2 (const int)
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Constant:
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:20 move second child to first child (temp float)
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0:20 Depth: direct index for structure (temp float)
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0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Constant:
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0:20 1.000000
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0:22 Sequence
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0:22 Sequence
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0:22 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 0 (const int)
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0:22 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:22 Depth: direct index for structure (temp float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 1 (const int)
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0:22 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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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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0:13 Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:13 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 2-component vector of float)
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0:16 'r00' (temp 2-component vector of float)
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0:16 ERROR: Bad aggregation op
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(global 2-component vector of float)
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0:16 'g_tTex2dmsf4' (uniform texture2DMS)
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0:16 Constant:
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0:16 1 (const int)
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0:17 Sequence
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0:17 move second child to first child (temp 2-component vector of float)
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0:17 'r01' (temp 2-component vector of float)
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0:17 ERROR: Bad aggregation op
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(global 2-component vector of float)
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0:17 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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0:17 Constant:
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0:17 2 (const int)
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0:19 move second child to first child (temp 4-component vector of float)
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0:19 Color: direct index for structure (temp 4-component vector of float)
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0:19 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:19 Constant:
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0:19 0 (const int)
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0:19 Constant:
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:19 1.000000
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0:20 move second child to first child (temp float)
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0:20 Depth: direct index for structure (temp float)
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0:20 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Constant:
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0:20 1.000000
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0:22 Sequence
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0:22 Sequence
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0:22 move second child to first child (temp 4-component vector of float)
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:22 Color: direct index for structure (temp 4-component vector of float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 0 (const int)
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0:22 move second child to first child (temp float)
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0:? 'Depth' (out float FragDepth)
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0:22 Depth: direct index for structure (temp float)
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0:22 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
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0:22 Constant:
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0:22 1 (const int)
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0:22 Branch: Return
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0:? Linker Objects
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0:? 'Color' (layout(location=0 ) out 4-component vector of float)
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0:? 'Depth' (out float FragDepth)
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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0:? 'g_tTex2dmsf4' (uniform texture2DMS)
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0:? 'g_tTex2dmsf4a' (uniform texture2DMSArray)
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SPIR-V is not generated for failed compile or link
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