mirror of
https://github.com/RPCS3/glslang.git
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112 lines
10 KiB
Plaintext
112 lines
10 KiB
Plaintext
link.vk.pcNamingInvalid.0.0.vert
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: main( ( global void)
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0:16 Function Parameters:
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0:18 Sequence
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0:18 move second child to first child ( temp highp 4-component vector of float)
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0:18 'oColor' ( smooth out highp 4-component vector of float)
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0:18 component-wise multiply ( temp highp 4-component vector of float)
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0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:18 Constant:
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0:18 2 (const int)
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0:18 Function Call: getColor2( ( global highp 4-component vector of float)
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0:20 move second child to first child ( temp highp 4-component vector of float)
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0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:20 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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0:20 Constant:
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0:20 0 (const uint)
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Function Call: getWorld( ( global highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'oColor' ( smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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link.vk.pcNamingInvalid.0.1.vert
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Shader version: 450
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0:? Sequence
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0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:13 Function Parameters:
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0:15 Sequence
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0:15 Branch: Return with expression
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0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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0:15 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:18 Function Parameters:
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0:20 Sequence
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0:20 Branch: Return with expression
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 0 (const int)
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0:20 'P' ( in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'P' ( in highp 4-component vector of float)
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Linked vertex stage:
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ERROR: Linking vertex stage: Only one push_constant block is allowed per stage
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: main( ( global void)
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0:16 Function Parameters:
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0:18 Sequence
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0:18 move second child to first child ( temp highp 4-component vector of float)
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0:18 'oColor' ( smooth out highp 4-component vector of float)
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0:18 component-wise multiply ( temp highp 4-component vector of float)
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0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:18 Constant:
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0:18 2 (const int)
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0:18 Function Call: getColor2( ( global highp 4-component vector of float)
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0:20 move second child to first child ( temp highp 4-component vector of float)
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0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:20 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:20 Constant:
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0:20 0 (const uint)
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Function Call: getWorld( ( global highp 4-component vector of float)
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0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:13 Function Parameters:
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0:15 Sequence
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0:15 Branch: Return with expression
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0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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0:15 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:18 Function Parameters:
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0:20 Sequence
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0:20 Branch: Return with expression
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 0 (const int)
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0:20 'P' ( in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'oColor' ( smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'P' ( in highp 4-component vector of float)
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Validation failed
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SPIR-V is not generated for failed compile or link
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