
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.
359 lines
18 KiB
Plaintext
359 lines
18 KiB
Plaintext
hlsl.gather.offsetarray.dx10.frag
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Parameters:
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0:? Sequence
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 'txval20' ( temp 4-component vector of float)
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0:25 textureGatherOffset ( temp 4-component vector of float)
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0:25 Construct combined texture-sampler ( temp sampler2DArray)
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0:25 'g_tTex2df4' ( uniform texture2DArray)
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0:25 'g_sSamp' (layout( binding=0) uniform sampler)
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0:25 Constant:
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0:25 0.100000
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0:25 0.200000
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0:25 0.300000
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0:25 Constant:
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0:25 1 (const int)
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0:25 0 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp 4-component vector of int)
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0:26 'txval21' ( temp 4-component vector of int)
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0:26 textureGatherOffset ( temp 4-component vector of int)
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0:26 Construct combined texture-sampler ( temp isampler2DArray)
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0:26 'g_tTex2di4' ( uniform itexture2DArray)
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0:26 'g_sSamp' (layout( binding=0) uniform sampler)
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0:26 Constant:
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0:26 0.300000
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0:26 0.400000
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0:26 0.400000
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0:26 Constant:
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0:26 1 (const int)
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0:26 1 (const int)
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of uint)
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0:27 'txval22' ( temp 4-component vector of uint)
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0:27 textureGatherOffset ( temp 4-component vector of uint)
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0:27 Construct combined texture-sampler ( temp usampler2DArray)
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0:27 'g_tTex2du4' ( uniform utexture2DArray)
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0:27 'g_sSamp' (layout( binding=0) uniform sampler)
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0:27 Constant:
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0:27 0.500000
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0:27 0.600000
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0:27 0.700000
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0:27 Constant:
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0:27 1 (const int)
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0:27 -1 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 Constant:
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( 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 0 (const int)
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0:20 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( 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:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4' ( uniform itexture1DArray)
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0:? 'g_tTex1du4' ( uniform utexture1DArray)
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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Shader version: 500
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gl_FragCoord origin is upper left
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using depth_any
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0:? Sequence
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0:20 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Parameters:
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0:? Sequence
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0:25 Sequence
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 'txval20' ( temp 4-component vector of float)
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0:25 textureGatherOffset ( temp 4-component vector of float)
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0:25 Construct combined texture-sampler ( temp sampler2DArray)
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0:25 'g_tTex2df4' ( uniform texture2DArray)
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0:25 'g_sSamp' (layout( binding=0) uniform sampler)
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0:25 Constant:
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0:25 0.100000
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0:25 0.200000
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0:25 0.300000
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0:25 Constant:
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0:25 1 (const int)
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0:25 0 (const int)
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0:26 Sequence
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0:26 move second child to first child ( temp 4-component vector of int)
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0:26 'txval21' ( temp 4-component vector of int)
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0:26 textureGatherOffset ( temp 4-component vector of int)
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0:26 Construct combined texture-sampler ( temp isampler2DArray)
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0:26 'g_tTex2di4' ( uniform itexture2DArray)
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0:26 'g_sSamp' (layout( binding=0) uniform sampler)
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0:26 Constant:
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0:26 0.300000
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0:26 0.400000
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0:26 0.400000
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0:26 Constant:
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0:26 1 (const int)
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0:26 1 (const int)
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of uint)
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0:27 'txval22' ( temp 4-component vector of uint)
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0:27 textureGatherOffset ( temp 4-component vector of uint)
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0:27 Construct combined texture-sampler ( temp usampler2DArray)
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0:27 'g_tTex2du4' ( uniform utexture2DArray)
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0:27 'g_sSamp' (layout( binding=0) uniform sampler)
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0:27 Constant:
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0:27 0.500000
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0:27 0.600000
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0:27 0.700000
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0:27 Constant:
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0:27 1 (const int)
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0:27 -1 (const int)
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0:32 move second child to first child ( temp 4-component vector of float)
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0:32 Color: direct index for structure ( temp 4-component vector of float)
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0:32 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:32 Constant:
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0:32 0 (const int)
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0:32 Constant:
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:32 1.000000
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0:33 move second child to first child ( temp float)
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0:33 Depth: direct index for structure ( temp float)
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0:33 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:33 Constant:
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0:33 1 (const int)
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0:33 Constant:
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0:33 1.000000
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0:35 Branch: Return with expression
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0:35 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Definition: main( ( temp void)
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0:20 Function Parameters:
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0:? Sequence
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0:20 Sequence
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0:20 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( 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 0 (const int)
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0:20 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( 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:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4' ( uniform itexture1DArray)
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0:? 'g_tTex1du4' ( uniform utexture1DArray)
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 97
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Capability Shader
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Capability Sampled1D
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 80 84
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ExecutionMode 4 OriginUpperLeft
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ExecutionMode 4 DepthReplacing
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Source HLSL 500
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Name 4 "main"
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Name 8 "PS_OUTPUT"
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MemberName 8(PS_OUTPUT) 0 "Color"
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MemberName 8(PS_OUTPUT) 1 "Depth"
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Name 10 "@main("
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Name 13 "txval20"
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Name 16 "g_tTex2df4"
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Name 20 "g_sSamp"
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Name 37 "txval21"
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Name 40 "g_tTex2di4"
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Name 52 "txval22"
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Name 55 "g_tTex2du4"
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Name 68 "psout"
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Name 77 "flattenTemp"
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Name 80 "@entryPointOutput.Color"
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Name 84 "@entryPointOutput.Depth"
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Name 89 "g_tTex1df4a"
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Name 90 "g_tTex1df4"
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Name 93 "g_tTex1di4"
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Name 96 "g_tTex1du4"
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Decorate 16(g_tTex2df4) DescriptorSet 0
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Decorate 16(g_tTex2df4) Binding 2
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Decorate 20(g_sSamp) DescriptorSet 0
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Decorate 20(g_sSamp) Binding 0
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Decorate 40(g_tTex2di4) DescriptorSet 0
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Decorate 40(g_tTex2di4) Binding 3
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Decorate 55(g_tTex2du4) DescriptorSet 0
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Decorate 55(g_tTex2du4) Binding 4
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Decorate 80(@entryPointOutput.Color) Location 0
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Decorate 84(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 89(g_tTex1df4a) DescriptorSet 0
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Decorate 89(g_tTex1df4a) Binding 1
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Decorate 90(g_tTex1df4) DescriptorSet 0
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Decorate 90(g_tTex1df4) Binding 0
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Decorate 93(g_tTex1di4) DescriptorSet 0
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Decorate 93(g_tTex1di4) Binding 0
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Decorate 96(g_tTex1du4) DescriptorSet 0
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Decorate 96(g_tTex1du4) Binding 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8(PS_OUTPUT): TypeStruct 7(fvec4) 6(float)
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9: TypeFunction 8(PS_OUTPUT)
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12: TypePointer Function 7(fvec4)
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14: TypeImage 6(float) 2D array sampled format:Unknown
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15: TypePointer UniformConstant 14
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16(g_tTex2df4): 15(ptr) Variable UniformConstant
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18: TypeSampler
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19: TypePointer UniformConstant 18
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20(g_sSamp): 19(ptr) Variable UniformConstant
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22: TypeSampledImage 14
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24: TypeVector 6(float) 3
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25: 6(float) Constant 1036831949
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26: 6(float) Constant 1045220557
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27: 6(float) Constant 1050253722
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28: 24(fvec3) ConstantComposite 25 26 27
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29: TypeInt 32 1
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30: TypeVector 29(int) 2
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31: 29(int) Constant 1
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32: 29(int) Constant 0
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33: 30(ivec2) ConstantComposite 31 32
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35: TypeVector 29(int) 4
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36: TypePointer Function 35(ivec4)
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38: TypeImage 29(int) 2D array sampled format:Unknown
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39: TypePointer UniformConstant 38
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40(g_tTex2di4): 39(ptr) Variable UniformConstant
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43: TypeSampledImage 38
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45: 6(float) Constant 1053609165
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46: 24(fvec3) ConstantComposite 27 45 45
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47: 30(ivec2) ConstantComposite 31 31
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49: TypeInt 32 0
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50: TypeVector 49(int) 4
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51: TypePointer Function 50(ivec4)
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53: TypeImage 49(int) 2D array sampled format:Unknown
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54: TypePointer UniformConstant 53
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55(g_tTex2du4): 54(ptr) Variable UniformConstant
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58: TypeSampledImage 53
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60: 6(float) Constant 1056964608
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61: 6(float) Constant 1058642330
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62: 6(float) Constant 1060320051
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63: 24(fvec3) ConstantComposite 60 61 62
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64: 29(int) Constant 4294967295
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65: 30(ivec2) ConstantComposite 31 64
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67: TypePointer Function 8(PS_OUTPUT)
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69: 6(float) Constant 1065353216
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70: 7(fvec4) ConstantComposite 69 69 69 69
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72: TypePointer Function 6(float)
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79: TypePointer Output 7(fvec4)
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80(@entryPointOutput.Color): 79(ptr) Variable Output
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83: TypePointer Output 6(float)
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84(@entryPointOutput.Depth): 83(ptr) Variable Output
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87: TypeImage 6(float) 1D array sampled format:Unknown
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88: TypePointer UniformConstant 87
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89(g_tTex1df4a): 88(ptr) Variable UniformConstant
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90(g_tTex1df4): 88(ptr) Variable UniformConstant
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91: TypeImage 29(int) 1D array sampled format:Unknown
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92: TypePointer UniformConstant 91
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93(g_tTex1di4): 92(ptr) Variable UniformConstant
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94: TypeImage 49(int) 1D array sampled format:Unknown
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95: TypePointer UniformConstant 94
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96(g_tTex1du4): 95(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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77(flattenTemp): 67(ptr) Variable Function
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78:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 77(flattenTemp) 78
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81: 12(ptr) AccessChain 77(flattenTemp) 32
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82: 7(fvec4) Load 81
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Store 80(@entryPointOutput.Color) 82
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85: 72(ptr) AccessChain 77(flattenTemp) 31
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86: 6(float) Load 85
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Store 84(@entryPointOutput.Depth) 86
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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11: Label
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13(txval20): 12(ptr) Variable Function
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37(txval21): 36(ptr) Variable Function
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52(txval22): 51(ptr) Variable Function
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68(psout): 67(ptr) Variable Function
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17: 14 Load 16(g_tTex2df4)
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21: 18 Load 20(g_sSamp)
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23: 22 SampledImage 17 21
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34: 7(fvec4) ImageGather 23 28 32 ConstOffset 33
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Store 13(txval20) 34
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41: 38 Load 40(g_tTex2di4)
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42: 18 Load 20(g_sSamp)
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44: 43 SampledImage 41 42
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48: 35(ivec4) ImageGather 44 46 32 ConstOffset 47
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Store 37(txval21) 48
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56: 53 Load 55(g_tTex2du4)
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57: 18 Load 20(g_sSamp)
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59: 58 SampledImage 56 57
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66: 50(ivec4) ImageGather 59 63 32 ConstOffset 65
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Store 52(txval22) 66
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71: 12(ptr) AccessChain 68(psout) 32
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Store 71 70
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73: 72(ptr) AccessChain 68(psout) 31
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Store 73 69
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74:8(PS_OUTPUT) Load 68(psout)
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ReturnValue 74
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FunctionEnd
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