glslang/Test/baseResults/hlsl.calculatelodunclamped.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

371 lines
16 KiB
Plaintext

hlsl.calculatelodunclamped.dx10.frag
ERROR: 0:28: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:29: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:30: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:32: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:33: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:34: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:36: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:37: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 0:38: '' : unimplemented: CalculateLevelOfDetailUnclamped
ERROR: 9 compilation errors. No code generated.
Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp float)
0:28 'txval10' (temp float)
0:28 direct index (temp float)
0:? textureQueryLod (temp float)
0:28 Construct combined texture-sampler (temp sampler1DArray)
0:28 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:28 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:28 Constant:
0:28 0.100000
0:28 Constant:
0:28 0 (const int)
0:29 Sequence
0:29 move second child to first child (temp float)
0:29 'txval11' (temp float)
0:29 direct index (temp float)
0:? textureQueryLod (temp float)
0:29 Construct combined texture-sampler (temp isampler1DArray)
0:29 'g_tTex1di4a' (uniform itexture1DArray)
0:29 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:29 Constant:
0:29 0.200000
0:29 Constant:
0:29 0 (const int)
0:30 Sequence
0:30 move second child to first child (temp float)
0:30 'txval12' (temp float)
0:30 direct index (temp float)
0:? textureQueryLod (temp float)
0:30 Construct combined texture-sampler (temp usampler1DArray)
0:30 'g_tTex1du4a' (uniform utexture1DArray)
0:30 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:30 Constant:
0:30 0.300000
0:30 Constant:
0:30 0 (const int)
0:32 Sequence
0:32 move second child to first child (temp float)
0:32 'txval20' (temp float)
0:32 direct index (temp float)
0:? textureQueryLod (temp float)
0:32 Construct combined texture-sampler (temp sampler2DArray)
0:32 'g_tTex2df4a' (uniform texture2DArray)
0:32 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child (temp float)
0:33 'txval21' (temp float)
0:33 direct index (temp float)
0:? textureQueryLod (temp float)
0:33 Construct combined texture-sampler (temp isampler2DArray)
0:33 'g_tTex2di4a' (uniform itexture2DArray)
0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:33 Constant:
0:33 0 (const int)
0:34 Sequence
0:34 move second child to first child (temp float)
0:34 'txval22' (temp float)
0:34 direct index (temp float)
0:? textureQueryLod (temp float)
0:34 Construct combined texture-sampler (temp usampler2DArray)
0:34 'g_tTex2du4a' (uniform utexture2DArray)
0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:34 Constant:
0:34 0 (const int)
0:36 Sequence
0:36 move second child to first child (temp float)
0:36 'txval40' (temp float)
0:36 direct index (temp float)
0:? textureQueryLod (temp float)
0:36 Construct combined texture-sampler (temp samplerCubeArray)
0:36 'g_tTexcdf4a' (uniform textureCubeArray)
0:36 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:36 Constant:
0:36 0 (const int)
0:37 Sequence
0:37 move second child to first child (temp float)
0:37 'txval41' (temp float)
0:37 direct index (temp float)
0:? textureQueryLod (temp float)
0:37 Construct combined texture-sampler (temp isamplerCubeArray)
0:37 'g_tTexcdi4a' (uniform itextureCubeArray)
0:37 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:37 Constant:
0:37 0 (const int)
0:38 Sequence
0:38 move second child to first child (temp float)
0:38 'txval42' (temp float)
0:38 direct index (temp float)
0:? textureQueryLod (temp float)
0:38 Construct combined texture-sampler (temp usamplerCubeArray)
0:38 'g_tTexcdu4a' (uniform utextureCubeArray)
0:38 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Branch: Return with expression
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:24 Color: direct index for structure (temp 4-component vector of float)
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:24 Depth: direct index for structure (temp float)
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex1di4a' (uniform itexture1DArray)
0:? 'g_tTex1du4a' (uniform utexture1DArray)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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!
0:24 Function Definition: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Parameters:
0:? Sequence
0:28 Sequence
0:28 move second child to first child (temp float)
0:28 'txval10' (temp float)
0:28 direct index (temp float)
0:? textureQueryLod (temp float)
0:28 Construct combined texture-sampler (temp sampler1DArray)
0:28 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:28 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:28 Constant:
0:28 0.100000
0:28 Constant:
0:28 0 (const int)
0:29 Sequence
0:29 move second child to first child (temp float)
0:29 'txval11' (temp float)
0:29 direct index (temp float)
0:? textureQueryLod (temp float)
0:29 Construct combined texture-sampler (temp isampler1DArray)
0:29 'g_tTex1di4a' (uniform itexture1DArray)
0:29 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:29 Constant:
0:29 0.200000
0:29 Constant:
0:29 0 (const int)
0:30 Sequence
0:30 move second child to first child (temp float)
0:30 'txval12' (temp float)
0:30 direct index (temp float)
0:? textureQueryLod (temp float)
0:30 Construct combined texture-sampler (temp usampler1DArray)
0:30 'g_tTex1du4a' (uniform utexture1DArray)
0:30 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:30 Constant:
0:30 0.300000
0:30 Constant:
0:30 0 (const int)
0:32 Sequence
0:32 move second child to first child (temp float)
0:32 'txval20' (temp float)
0:32 direct index (temp float)
0:? textureQueryLod (temp float)
0:32 Construct combined texture-sampler (temp sampler2DArray)
0:32 'g_tTex2df4a' (uniform texture2DArray)
0:32 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child (temp float)
0:33 'txval21' (temp float)
0:33 direct index (temp float)
0:? textureQueryLod (temp float)
0:33 Construct combined texture-sampler (temp isampler2DArray)
0:33 'g_tTex2di4a' (uniform itexture2DArray)
0:33 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.300000
0:? 0.400000
0:33 Constant:
0:33 0 (const int)
0:34 Sequence
0:34 move second child to first child (temp float)
0:34 'txval22' (temp float)
0:34 direct index (temp float)
0:? textureQueryLod (temp float)
0:34 Construct combined texture-sampler (temp usampler2DArray)
0:34 'g_tTex2du4a' (uniform utexture2DArray)
0:34 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.500000
0:? 0.600000
0:34 Constant:
0:34 0 (const int)
0:36 Sequence
0:36 move second child to first child (temp float)
0:36 'txval40' (temp float)
0:36 direct index (temp float)
0:? textureQueryLod (temp float)
0:36 Construct combined texture-sampler (temp samplerCubeArray)
0:36 'g_tTexcdf4a' (uniform textureCubeArray)
0:36 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:36 Constant:
0:36 0 (const int)
0:37 Sequence
0:37 move second child to first child (temp float)
0:37 'txval41' (temp float)
0:37 direct index (temp float)
0:? textureQueryLod (temp float)
0:37 Construct combined texture-sampler (temp isamplerCubeArray)
0:37 'g_tTexcdi4a' (uniform itextureCubeArray)
0:37 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.400000
0:? 0.500000
0:? 0.600000
0:37 Constant:
0:37 0 (const int)
0:38 Sequence
0:38 move second child to first child (temp float)
0:38 'txval42' (temp float)
0:38 direct index (temp float)
0:? textureQueryLod (temp float)
0:38 Construct combined texture-sampler (temp usamplerCubeArray)
0:38 'g_tTexcdu4a' (uniform utextureCubeArray)
0:38 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? Constant:
0:? 0.700000
0:? 0.800000
0:? 0.900000
0:38 Constant:
0:38 0 (const int)
0:40 move second child to first child (temp 4-component vector of float)
0:40 Color: direct index for structure (temp 4-component vector of float)
0:40 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:41 move second child to first child (temp float)
0:41 Depth: direct index for structure (temp float)
0:41 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 1.000000
0:43 Branch: Return with expression
0:43 'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Definition: main( (temp void)
0:24 Function Parameters:
0:? Sequence
0:24 Sequence
0:24 move second child to first child (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 move second child to first child (temp 4-component vector of float)
0:? 'Color' (layout(location=0 ) out 4-component vector of float)
0:24 Color: direct index for structure (temp 4-component vector of float)
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child (temp float)
0:? 'Depth' (out float FragDepth)
0:24 Depth: direct index for structure (temp float)
0:24 'flattenTemp' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
0:? 'g_tTex1df4a' (layout(binding=1 ) uniform texture1DArray)
0:? 'g_tTex1df4' (layout(binding=0 ) uniform texture1DArray)
0:? 'g_tTex1di4a' (uniform itexture1DArray)
0:? 'g_tTex1du4a' (uniform utexture1DArray)
0:? 'g_tTex2df4a' (uniform texture2DArray)
0:? 'g_tTex2di4a' (uniform itexture2DArray)
0:? 'g_tTex2du4a' (uniform utexture2DArray)
0:? 'g_tTexcdf4a' (uniform textureCubeArray)
0:? 'g_tTexcdi4a' (uniform itextureCubeArray)
0:? 'g_tTexcdu4a' (uniform utextureCubeArray)
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