protot/3rdparty/bgfx/3rdparty/glslang/Test/baseResults/hlsl.getsampleposition.dx10...

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hlsl.getsampleposition.dx10.frag
ERROR: 0:16: '' : unimplemented: GetSamplePosition
ERROR: 0:17: '' : unimplemented: GetSamplePosition
ERROR: 2 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp 2-component vector of float)
0:16 'r00' ( temp 2-component vector of float)
0:16 ERROR: Bad aggregation op
( temp 2-component vector of float)
0:16 'g_tTex2dmsf4' ( uniform texture2DMS)
0:16 Constant:
0:16 1 (const int)
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'r01' ( temp 2-component vector of float)
0:17 ERROR: Bad aggregation op
( temp 2-component vector of float)
0:17 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:17 Constant:
0:17 2 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 Color: direct index for structure ( temp 4-component vector of float)
0:19 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:19 Constant:
0:19 0 (const int)
0:19 Constant:
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:20 move second child to first child ( temp float)
0:20 Depth: direct index for structure ( temp float)
0:20 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Branch: Return with expression
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( ( temp void)
0:13 Function Parameters:
0:? Sequence
0:13 Sequence
0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:13 Color: direct index for structure ( temp 4-component vector of float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:13 Depth: direct index for structure ( temp float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? 'Depth' ( out float FragDepth)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Parameters:
0:? Sequence
0:16 Sequence
0:16 move second child to first child ( temp 2-component vector of float)
0:16 'r00' ( temp 2-component vector of float)
0:16 ERROR: Bad aggregation op
( temp 2-component vector of float)
0:16 'g_tTex2dmsf4' ( uniform texture2DMS)
0:16 Constant:
0:16 1 (const int)
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'r01' ( temp 2-component vector of float)
0:17 ERROR: Bad aggregation op
( temp 2-component vector of float)
0:17 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
0:17 Constant:
0:17 2 (const int)
0:19 move second child to first child ( temp 4-component vector of float)
0:19 Color: direct index for structure ( temp 4-component vector of float)
0:19 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:19 Constant:
0:19 0 (const int)
0:19 Constant:
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:19 1.000000
0:20 move second child to first child ( temp float)
0:20 Depth: direct index for structure ( temp float)
0:20 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 1.000000
0:22 Branch: Return with expression
0:22 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Definition: main( ( temp void)
0:13 Function Parameters:
0:? Sequence
0:13 Sequence
0:13 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:13 Color: direct index for structure ( temp 4-component vector of float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child ( temp float)
0:? 'Depth' ( out float FragDepth)
0:13 Depth: direct index for structure ( temp float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 1 (const int)
0:? Linker Objects
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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