glslang/Test/baseResults/hlsl.function.frag.out
Dawid Lorenz 56b1090f33 Add support for pre and post HLSL qualifier validation
The change makes it possible to define a const variable after the marked
type. Example "float const"
2023-12-11 20:03:16 +00:00

156 lines
5.6 KiB
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hlsl.function.frag
ERROR: 0:29: 'fun1' : unknown variable
ERROR: 0:29: 'return' : type does not match, or is not convertible to, the function's return type
ERROR: 2 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: fun0( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Branch: Return with expression
0:3 Constant:
0:3 1.000000
0:3 1.000000
0:3 1.000000
0:3 1.000000
0:7 Function Definition: fun2(vf4; ( temp 4-component vector of float)
0:7 Function Parameters:
0:7 'col' ( const (read only) 4-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 Construct vec4 ( temp 4-component vector of float)
0:8 Comma ( temp float)
0:8 Comma ( temp float)
0:8 Comma ( temp float)
0:8 Constant:
0:8 1.000000
0:8 Constant:
0:8 2.000000
0:8 Constant:
0:8 3.000000
0:8 Constant:
0:8 4.000000
0:12 Function Definition: fun3(vf4; ( temp uint)
0:12 Function Parameters:
0:12 'col' ( const (read only) 4-component vector of float)
0:? Sequence
0:13 Branch: Return with expression
0:13 Constant:
0:13 7 (const uint)
0:17 Function Definition: fun4(u1;u1; ( temp 4-component vector of float)
0:17 Function Parameters:
0:17 'id1' ( in uint)
0:17 'id2' ( uniform uint)
0:? Sequence
0:18 Branch: Return with expression
0:18 Construct vec4 ( temp 4-component vector of float)
0:18 Convert uint to float ( temp float)
0:18 component-wise multiply ( temp uint)
0:18 'id1' ( in uint)
0:18 'id2' ( uniform uint)
0:22 Function Definition: fun1(i1; ( temp 4-component vector of float)
0:22 Function Parameters:
0:22 'index' ( in int)
0:? Sequence
0:23 Sequence
0:23 move second child to first child ( temp uint)
0:23 'entityId' ( temp uint)
0:23 Function Call: fun3(vf4; ( temp uint)
0:23 Function Call: fun2(vf4; ( temp 4-component vector of float)
0:23 Function Call: fun0( ( temp 4-component vector of float)
0:24 Branch: Return with expression
0:24 Function Call: fun4(u1;u1; ( temp 4-component vector of float)
0:24 'entityId' ( temp uint)
0:24 'entityId' ( temp uint)
0:28 Function Definition: @main( ( temp int)
0:28 Function Parameters:
0:28 Function Definition: main( ( temp void)
0:28 Function Parameters:
0:? Sequence
0:28 move second child to first child ( temp int)
0:? '@entryPointOutput' (layout( location=0) out int)
0:28 Function Call: @main( ( temp int)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out int)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: fun0( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Branch: Return with expression
0:3 Constant:
0:3 1.000000
0:3 1.000000
0:3 1.000000
0:3 1.000000
0:7 Function Definition: fun2(vf4; ( temp 4-component vector of float)
0:7 Function Parameters:
0:7 'col' ( const (read only) 4-component vector of float)
0:? Sequence
0:8 Branch: Return with expression
0:8 Construct vec4 ( temp 4-component vector of float)
0:8 Comma ( temp float)
0:8 Comma ( temp float)
0:8 Comma ( temp float)
0:8 Constant:
0:8 1.000000
0:8 Constant:
0:8 2.000000
0:8 Constant:
0:8 3.000000
0:8 Constant:
0:8 4.000000
0:12 Function Definition: fun3(vf4; ( temp uint)
0:12 Function Parameters:
0:12 'col' ( const (read only) 4-component vector of float)
0:? Sequence
0:13 Branch: Return with expression
0:13 Constant:
0:13 7 (const uint)
0:17 Function Definition: fun4(u1;u1; ( temp 4-component vector of float)
0:17 Function Parameters:
0:17 'id1' ( in uint)
0:17 'id2' ( uniform uint)
0:? Sequence
0:18 Branch: Return with expression
0:18 Construct vec4 ( temp 4-component vector of float)
0:18 Convert uint to float ( temp float)
0:18 component-wise multiply ( temp uint)
0:18 'id1' ( in uint)
0:18 'id2' ( uniform uint)
0:22 Function Definition: fun1(i1; ( temp 4-component vector of float)
0:22 Function Parameters:
0:22 'index' ( in int)
0:? Sequence
0:23 Sequence
0:23 move second child to first child ( temp uint)
0:23 'entityId' ( temp uint)
0:23 Function Call: fun3(vf4; ( temp uint)
0:23 Function Call: fun2(vf4; ( temp 4-component vector of float)
0:23 Function Call: fun0( ( temp 4-component vector of float)
0:24 Branch: Return with expression
0:24 Function Call: fun4(u1;u1; ( temp 4-component vector of float)
0:24 'entityId' ( temp uint)
0:24 'entityId' ( temp uint)
0:28 Function Definition: @main( ( temp int)
0:28 Function Parameters:
0:28 Function Definition: main( ( temp void)
0:28 Function Parameters:
0:? Sequence
0:28 move second child to first child ( temp int)
0:? '@entryPointOutput' (layout( location=0) out int)
0:28 Function Call: @main( ( temp int)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out int)
SPIR-V is not generated for failed compile or link