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.
193 lines
9.2 KiB
Plaintext
193 lines
9.2 KiB
Plaintext
hlsl.pp.line.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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0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Parameters:
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0:? Sequence
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0:124 Sequence
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0:124 move second child to first child ( temp int)
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0:124 'thisLineIs' ( temp int)
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0:124 Constant:
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0:124 124 (const int)
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0:126 move second child to first child ( temp 4-component vector of float)
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0:126 Color: direct index for structure ( temp 4-component vector of float)
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0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:126 Constant:
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0:126 0 (const int)
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0:126 Construct vec4 ( temp 4-component vector of float)
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0:126 Convert int to float ( temp float)
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0:126 'thisLineIs' ( temp int)
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 1.000000
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0:127 move second child to first child ( temp float)
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0:127 Depth: direct index for structure ( temp float)
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0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:127 Constant:
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0:127 1 (const int)
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0:127 Constant:
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0:127 1.000000
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0:129 Branch: Return with expression
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0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Definition: main( ( temp void)
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0:4 Function Parameters:
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0:? Sequence
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0:4 Sequence
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0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 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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0:4 Color: direct index for structure ( temp 4-component vector of float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 0 (const int)
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0:4 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:4 Depth: direct index for structure ( temp float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 1 (const int)
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0:? Linker Objects
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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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0:4 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Parameters:
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0:? Sequence
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0:124 Sequence
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0:124 move second child to first child ( temp int)
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0:124 'thisLineIs' ( temp int)
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0:124 Constant:
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0:124 124 (const int)
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0:126 move second child to first child ( temp 4-component vector of float)
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0:126 Color: direct index for structure ( temp 4-component vector of float)
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0:126 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:126 Constant:
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0:126 0 (const int)
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0:126 Construct vec4 ( temp 4-component vector of float)
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0:126 Convert int to float ( temp float)
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0:126 'thisLineIs' ( temp int)
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 0.000000
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0:126 Constant:
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0:126 1.000000
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0:127 move second child to first child ( temp float)
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0:127 Depth: direct index for structure ( temp float)
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0:127 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:127 Constant:
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0:127 1 (const int)
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0:127 Constant:
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0:127 1.000000
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0:129 Branch: Return with expression
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0:129 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Definition: main( ( temp void)
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0:4 Function Parameters:
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0:? Sequence
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0:4 Sequence
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0:4 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 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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0:4 Color: direct index for structure ( temp 4-component vector of float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 0 (const int)
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0:4 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:4 Depth: direct index for structure ( temp float)
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0:4 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:4 Constant:
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0:4 1 (const int)
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0:? Linker Objects
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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 42
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Fragment 4 "main" 35 39
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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 14 "thisLineIs"
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Name 17 "psout"
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Name 32 "flattenTemp"
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Name 35 "@entryPointOutput.Color"
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Name 39 "@entryPointOutput.Depth"
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Decorate 35(@entryPointOutput.Color) Location 0
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Decorate 39(@entryPointOutput.Depth) BuiltIn FragDepth
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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: TypeInt 32 1
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13: TypePointer Function 12(int)
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15: 12(int) Constant 124
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16: TypePointer Function 8(PS_OUTPUT)
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18: 12(int) Constant 0
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21: 6(float) Constant 0
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22: 6(float) Constant 1065353216
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24: TypePointer Function 7(fvec4)
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26: 12(int) Constant 1
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27: TypePointer Function 6(float)
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34: TypePointer Output 7(fvec4)
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35(@entryPointOutput.Color): 34(ptr) Variable Output
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38: TypePointer Output 6(float)
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39(@entryPointOutput.Depth): 38(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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32(flattenTemp): 16(ptr) Variable Function
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33:8(PS_OUTPUT) FunctionCall 10(@main()
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Store 32(flattenTemp) 33
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36: 24(ptr) AccessChain 32(flattenTemp) 18
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37: 7(fvec4) Load 36
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Store 35(@entryPointOutput.Color) 37
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40: 27(ptr) AccessChain 32(flattenTemp) 26
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41: 6(float) Load 40
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Store 39(@entryPointOutput.Depth) 41
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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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14(thisLineIs): 13(ptr) Variable Function
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17(psout): 16(ptr) Variable Function
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Store 14(thisLineIs) 15
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19: 12(int) Load 14(thisLineIs)
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20: 6(float) ConvertSToF 19
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23: 7(fvec4) CompositeConstruct 20 21 21 22
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25: 24(ptr) AccessChain 17(psout) 18
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Store 25 23
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28: 27(ptr) AccessChain 17(psout) 26
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Store 28 22
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29:8(PS_OUTPUT) Load 17(psout)
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ReturnValue 29
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FunctionEnd
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