mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-19 17:26:39 +00:00
e516d4335f
This will help in expanding flattening and reducing splitting.
371 lines
17 KiB
Plaintext
371 lines
17 KiB
Plaintext
hlsl.calculatelodunclamped.dx10.frag
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ERROR: 0:28: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:29: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:30: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:32: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:33: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:34: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:36: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:37: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 0:38: '' : unimplemented: CalculateLevelOfDetailUnclamped
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ERROR: 9 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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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp float)
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0:28 'txval10' ( temp float)
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0:28 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:28 Construct combined texture-sampler ( temp sampler1DArray)
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0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:28 'g_sSamp' (layout( binding=0) uniform sampler)
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0:28 Constant:
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0:28 0.100000
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0:28 Constant:
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0:28 0 (const int)
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0:29 Sequence
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0:29 move second child to first child ( temp float)
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0:29 'txval11' ( temp float)
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0:29 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:29 Construct combined texture-sampler ( temp isampler1DArray)
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0:29 'g_tTex1di4a' ( uniform itexture1DArray)
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0:29 'g_sSamp' (layout( binding=0) uniform sampler)
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0:29 Constant:
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0:29 0.200000
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0:29 Constant:
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0:29 0 (const int)
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0:30 Sequence
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0:30 move second child to first child ( temp float)
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0:30 'txval12' ( temp float)
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0:30 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:30 Construct combined texture-sampler ( temp usampler1DArray)
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0:30 'g_tTex1du4a' ( uniform utexture1DArray)
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0:30 'g_sSamp' (layout( binding=0) uniform sampler)
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0:30 Constant:
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0:30 0.300000
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0:30 Constant:
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0:30 0 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp float)
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0:32 'txval20' ( temp float)
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0:32 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:32 Construct combined texture-sampler ( temp sampler2DArray)
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0:32 'g_tTex2df4a' ( uniform texture2DArray)
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0:32 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:32 Constant:
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0:32 0 (const int)
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0:33 Sequence
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0:33 move second child to first child ( temp float)
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0:33 'txval21' ( temp float)
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0:33 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:33 Construct combined texture-sampler ( temp isampler2DArray)
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0:33 'g_tTex2di4a' ( uniform itexture2DArray)
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0:33 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:33 Constant:
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0:33 0 (const int)
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0:34 Sequence
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0:34 move second child to first child ( temp float)
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0:34 'txval22' ( temp float)
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0:34 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:34 Construct combined texture-sampler ( temp usampler2DArray)
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0:34 'g_tTex2du4a' ( uniform utexture2DArray)
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0:34 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:34 Constant:
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0:34 0 (const int)
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0:36 Sequence
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0:36 move second child to first child ( temp float)
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0:36 'txval40' ( temp float)
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0:36 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:36 Construct combined texture-sampler ( temp samplerCubeArray)
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0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:36 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:? 0.300000
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0:36 Constant:
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0:36 0 (const int)
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0:37 Sequence
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0:37 move second child to first child ( temp float)
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0:37 'txval41' ( temp float)
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0:37 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
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0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:37 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.400000
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0:? 0.500000
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0:? 0.600000
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0:37 Constant:
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0:37 0 (const int)
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0:38 Sequence
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0:38 move second child to first child ( temp float)
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0:38 'txval42' ( temp float)
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0:38 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
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0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:38 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.700000
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0:? 0.800000
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0:? 0.900000
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0:38 Constant:
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0:38 0 (const int)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 Constant:
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0:40 1.000000
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0:40 1.000000
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0:40 1.000000
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0:40 1.000000
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0:41 move second child to first child ( temp float)
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0:41 Depth: direct index for structure ( temp float)
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0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 1.000000
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0:43 Branch: Return with expression
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0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4a' ( uniform itexture1DArray)
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0:? 'g_tTex1du4a' ( uniform utexture1DArray)
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0:? 'g_tTex2df4a' ( uniform texture2DArray)
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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ERROR: node is still EOpNull!
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0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Parameters:
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp float)
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0:28 'txval10' ( temp float)
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0:28 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:28 Construct combined texture-sampler ( temp sampler1DArray)
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0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:28 'g_sSamp' (layout( binding=0) uniform sampler)
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0:28 Constant:
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0:28 0.100000
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0:28 Constant:
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0:28 0 (const int)
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0:29 Sequence
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0:29 move second child to first child ( temp float)
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0:29 'txval11' ( temp float)
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0:29 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:29 Construct combined texture-sampler ( temp isampler1DArray)
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0:29 'g_tTex1di4a' ( uniform itexture1DArray)
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0:29 'g_sSamp' (layout( binding=0) uniform sampler)
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0:29 Constant:
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0:29 0.200000
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0:29 Constant:
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0:29 0 (const int)
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0:30 Sequence
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0:30 move second child to first child ( temp float)
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0:30 'txval12' ( temp float)
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0:30 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:30 Construct combined texture-sampler ( temp usampler1DArray)
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0:30 'g_tTex1du4a' ( uniform utexture1DArray)
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0:30 'g_sSamp' (layout( binding=0) uniform sampler)
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0:30 Constant:
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0:30 0.300000
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0:30 Constant:
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0:30 0 (const int)
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0:32 Sequence
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0:32 move second child to first child ( temp float)
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0:32 'txval20' ( temp float)
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0:32 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:32 Construct combined texture-sampler ( temp sampler2DArray)
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0:32 'g_tTex2df4a' ( uniform texture2DArray)
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0:32 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:32 Constant:
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0:32 0 (const int)
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0:33 Sequence
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0:33 move second child to first child ( temp float)
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0:33 'txval21' ( temp float)
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0:33 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:33 Construct combined texture-sampler ( temp isampler2DArray)
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0:33 'g_tTex2di4a' ( uniform itexture2DArray)
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0:33 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.300000
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0:? 0.400000
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0:33 Constant:
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0:33 0 (const int)
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0:34 Sequence
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0:34 move second child to first child ( temp float)
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0:34 'txval22' ( temp float)
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0:34 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:34 Construct combined texture-sampler ( temp usampler2DArray)
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0:34 'g_tTex2du4a' ( uniform utexture2DArray)
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0:34 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.500000
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0:? 0.600000
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0:34 Constant:
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0:34 0 (const int)
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0:36 Sequence
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0:36 move second child to first child ( temp float)
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0:36 'txval40' ( temp float)
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0:36 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:36 Construct combined texture-sampler ( temp samplerCubeArray)
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0:36 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:36 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.100000
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0:? 0.200000
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0:? 0.300000
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0:36 Constant:
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0:36 0 (const int)
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0:37 Sequence
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0:37 move second child to first child ( temp float)
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0:37 'txval41' ( temp float)
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0:37 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:37 Construct combined texture-sampler ( temp isamplerCubeArray)
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0:37 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:37 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.400000
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0:? 0.500000
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0:? 0.600000
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0:37 Constant:
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0:37 0 (const int)
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0:38 Sequence
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0:38 move second child to first child ( temp float)
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0:38 'txval42' ( temp float)
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0:38 direct index ( temp float)
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0:? textureQueryLod ( temp float)
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0:38 Construct combined texture-sampler ( temp usamplerCubeArray)
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0:38 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:38 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? Constant:
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0:? 0.700000
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0:? 0.800000
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0:? 0.900000
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0:38 Constant:
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0:38 0 (const int)
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0:40 move second child to first child ( temp 4-component vector of float)
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0:40 Color: direct index for structure ( temp 4-component vector of float)
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0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:40 Constant:
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0:40 0 (const int)
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0:40 Constant:
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0:40 1.000000
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0:40 1.000000
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0:40 1.000000
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0:40 1.000000
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0:41 move second child to first child ( temp float)
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0:41 Depth: direct index for structure ( temp float)
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0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:41 Constant:
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0:41 1 (const int)
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0:41 Constant:
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0:41 1.000000
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0:43 Branch: Return with expression
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0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Definition: main( ( temp void)
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0:24 Function Parameters:
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0:? Sequence
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0:24 Sequence
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0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 1 (const int)
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray)
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0:? 'g_tTex1di4a' ( uniform itexture1DArray)
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0:? 'g_tTex1du4a' ( uniform utexture1DArray)
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0:? 'g_tTex2df4a' ( uniform texture2DArray)
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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SPIR-V is not generated for failed compile or link
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