mirror of
https://github.com/RPCS3/glslang.git
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56b1090f33
The change makes it possible to define a const variable after the marked type. Example "float const"
156 lines
5.6 KiB
Plaintext
156 lines
5.6 KiB
Plaintext
hlsl.function.frag
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ERROR: 0:29: 'fun1' : unknown variable
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ERROR: 0:29: 'return' : type does not match, or is not convertible to, the function's return type
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ERROR: 2 compilation errors. No code generated.
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Shader version: 500
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gl_FragCoord origin is upper left
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ERROR: node is still EOpNull!
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0:2 Function Definition: fun0( ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 Constant:
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0:3 1.000000
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0:3 1.000000
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0:3 1.000000
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0:3 1.000000
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0:7 Function Definition: fun2(vf4; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'col' ( const (read only) 4-component vector of float)
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 Construct vec4 ( temp 4-component vector of float)
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0:8 Comma ( temp float)
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0:8 Comma ( temp float)
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0:8 Comma ( temp float)
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0:8 Constant:
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0:8 1.000000
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0:8 Constant:
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0:8 2.000000
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0:8 Constant:
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0:8 3.000000
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0:8 Constant:
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0:8 4.000000
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0:12 Function Definition: fun3(vf4; ( temp uint)
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0:12 Function Parameters:
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0:12 'col' ( const (read only) 4-component vector of float)
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0:? Sequence
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0:13 Branch: Return with expression
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0:13 Constant:
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0:13 7 (const uint)
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0:17 Function Definition: fun4(u1;u1; ( temp 4-component vector of float)
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0:17 Function Parameters:
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0:17 'id1' ( in uint)
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0:17 'id2' ( uniform uint)
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0:? Sequence
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0:18 Branch: Return with expression
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0:18 Construct vec4 ( temp 4-component vector of float)
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0:18 Convert uint to float ( temp float)
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0:18 component-wise multiply ( temp uint)
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0:18 'id1' ( in uint)
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0:18 'id2' ( uniform uint)
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0:22 Function Definition: fun1(i1; ( temp 4-component vector of float)
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0:22 Function Parameters:
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0:22 'index' ( in int)
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0:? Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp uint)
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0:23 'entityId' ( temp uint)
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0:23 Function Call: fun3(vf4; ( temp uint)
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0:23 Function Call: fun2(vf4; ( temp 4-component vector of float)
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0:23 Function Call: fun0( ( temp 4-component vector of float)
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0:24 Branch: Return with expression
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0:24 Function Call: fun4(u1;u1; ( temp 4-component vector of float)
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0:24 'entityId' ( temp uint)
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0:24 'entityId' ( temp uint)
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0:28 Function Definition: @main( ( temp int)
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0:28 Function Parameters:
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0:28 Function Definition: main( ( temp void)
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0:28 Function Parameters:
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0:? Sequence
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0:28 move second child to first child ( temp int)
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0:? '@entryPointOutput' (layout( location=0) out int)
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0:28 Function Call: @main( ( temp int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out int)
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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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ERROR: node is still EOpNull!
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0:2 Function Definition: fun0( ( temp 4-component vector of float)
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0:2 Function Parameters:
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0:? Sequence
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0:3 Branch: Return with expression
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0:3 Constant:
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0:3 1.000000
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0:3 1.000000
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0:3 1.000000
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0:3 1.000000
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0:7 Function Definition: fun2(vf4; ( temp 4-component vector of float)
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0:7 Function Parameters:
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0:7 'col' ( const (read only) 4-component vector of float)
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0:? Sequence
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0:8 Branch: Return with expression
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0:8 Construct vec4 ( temp 4-component vector of float)
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0:8 Comma ( temp float)
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0:8 Comma ( temp float)
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0:8 Comma ( temp float)
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0:8 Constant:
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0:8 1.000000
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0:8 Constant:
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0:8 2.000000
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0:8 Constant:
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0:8 3.000000
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0:8 Constant:
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0:8 4.000000
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0:12 Function Definition: fun3(vf4; ( temp uint)
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0:12 Function Parameters:
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0:12 'col' ( const (read only) 4-component vector of float)
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0:? Sequence
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0:13 Branch: Return with expression
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0:13 Constant:
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0:13 7 (const uint)
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0:17 Function Definition: fun4(u1;u1; ( temp 4-component vector of float)
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0:17 Function Parameters:
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0:17 'id1' ( in uint)
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0:17 'id2' ( uniform uint)
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0:? Sequence
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0:18 Branch: Return with expression
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0:18 Construct vec4 ( temp 4-component vector of float)
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0:18 Convert uint to float ( temp float)
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0:18 component-wise multiply ( temp uint)
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0:18 'id1' ( in uint)
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0:18 'id2' ( uniform uint)
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0:22 Function Definition: fun1(i1; ( temp 4-component vector of float)
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0:22 Function Parameters:
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0:22 'index' ( in int)
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0:? Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp uint)
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0:23 'entityId' ( temp uint)
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0:23 Function Call: fun3(vf4; ( temp uint)
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0:23 Function Call: fun2(vf4; ( temp 4-component vector of float)
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0:23 Function Call: fun0( ( temp 4-component vector of float)
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0:24 Branch: Return with expression
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0:24 Function Call: fun4(u1;u1; ( temp 4-component vector of float)
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0:24 'entityId' ( temp uint)
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0:24 'entityId' ( temp uint)
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0:28 Function Definition: @main( ( temp int)
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0:28 Function Parameters:
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0:28 Function Definition: main( ( temp void)
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0:28 Function Parameters:
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0:? Sequence
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0:28 move second child to first child ( temp int)
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0:? '@entryPointOutput' (layout( location=0) out int)
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0:28 Function Call: @main( ( temp int)
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0:? Linker Objects
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0:? '@entryPointOutput' (layout( location=0) out int)
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SPIR-V is not generated for failed compile or link
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