blob: 980cc96d02d754f2297e0438b0b22edf30dba136 [file] [log] [blame]
hlsl.intrinsics.negative.frag
ERROR: 0:10: 'determinant' : ambiguous best function under implicit type conversion
ERROR: 0:25: 'normalize' : ambiguous best function under implicit type conversion
ERROR: 0:26: 'reflect' : ambiguous best function under implicit type conversion
ERROR: 0:27: 'refract' : ambiguous best function under implicit type conversion
ERROR: 0:28: 'refract' : no matching overloaded function found
ERROR: 0:30: 'transpose' : ambiguous best function under implicit type conversion
ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found
ERROR: 0:46: 'asdouble' : double2 conversion not implemented
ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:49: 'cross' : no matching overloaded function found
ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:51: 'determinant' : no matching overloaded function found
ERROR: 0:57: 'transpose' : no matching overloaded function found
ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:67: 'determinant' : no matching overloaded function found
ERROR: 0:73: 'transpose' : no matching overloaded function found
ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found
ERROR: 0:84: 'determinant' : no matching overloaded function found
ERROR: 0:90: 'transpose' : no matching overloaded function found
ERROR: 0:117: 'countbits' : no matching overloaded function found
ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:117: 'cross' : no matching overloaded function found
ERROR: 0:117: 'f16tof32' : no matching overloaded function found
ERROR: 0:117: 'firstbithigh' : no matching overloaded function found
ERROR: 0:117: 'firstbitlow' : no matching overloaded function found
ERROR: 0:117: 'reversebits' : no matching overloaded function found
ERROR: 0:117: 'length' : no matching overloaded function found
ERROR: 0:117: 'noise' : no matching overloaded function found
ERROR: 0:117: 'normalize' : no matching overloaded function found
ERROR: 0:117: 'reflect' : no matching overloaded function found
ERROR: 0:117: 'refract' : no matching overloaded function found
ERROR: 0:117: 'reversebits' : no matching overloaded function found
ERROR: 0:125: 'countbits' : no matching overloaded function found
ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:125: 'cross' : no matching overloaded function found
ERROR: 0:125: 'f16tof32' : no matching overloaded function found
ERROR: 0:125: 'firstbithigh' : no matching overloaded function found
ERROR: 0:125: 'firstbitlow' : no matching overloaded function found
ERROR: 0:125: 'reversebits' : no matching overloaded function found
ERROR: 0:125: 'length' : no matching overloaded function found
ERROR: 0:125: 'noise' : no matching overloaded function found
ERROR: 0:125: 'normalize' : no matching overloaded function found
ERROR: 0:125: 'reflect' : no matching overloaded function found
ERROR: 0:125: 'refract' : no matching overloaded function found
ERROR: 0:125: 'reversebits' : no matching overloaded function found
ERROR: 0:133: 'countbits' : no matching overloaded function found
ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
ERROR: 0:133: 'cross' : no matching overloaded function found
ERROR: 0:133: 'f16tof32' : no matching overloaded function found
ERROR: 0:133: 'firstbithigh' : no matching overloaded function found
ERROR: 0:133: 'firstbitlow' : no matching overloaded function found
ERROR: 0:133: 'reversebits' : no matching overloaded function found
ERROR: 0:133: 'length' : no matching overloaded function found
ERROR: 0:133: 'noise' : no matching overloaded function found
ERROR: 0:133: 'normalize' : no matching overloaded function found
ERROR: 0:133: 'reflect' : no matching overloaded function found
ERROR: 0:133: 'refract' : no matching overloaded function found
ERROR: 0:133: 'reversebits' : no matching overloaded function found
ERROR: 59 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inI0' ( in int)
0:? Sequence
0:5 uint64BitsToDouble ( temp double)
0:5 Construct uvec2 ( temp 2-component vector of uint)
0:5 Convert float to uint ( temp uint)
0:5 'inF0' ( in float)
0:5 Convert float to uint ( temp uint)
0:5 'inF1' ( in float)
0:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool)
0:6 Constant:
0:6 3 (const uint)
0:7 bitCount ( temp uint)
0:7 Convert float to uint ( temp uint)
0:7 'inF0' ( in float)
0:8 cross-product ( temp 3-component vector of float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF0' ( in float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF1' ( in float)
0:9 Convert float to int ( temp 4-component vector of int)
0:9 vector-scale ( temp 4-component vector of float)
0:9 Constant:
0:9 255.001953
0:9 vector swizzle ( temp 4-component vector of float)
0:9 Construct vec4 ( in 4-component vector of float)
0:9 'inF0' ( in float)
0:9 Sequence
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 3 (const int)
0:10 determinant ( temp float)
ERROR: node is still EOpNull!
0:10 'inF0' ( in float)
0:12 direct index ( temp float)
0:12 unpackHalf2x16 ( temp 2-component vector of float)
0:12 Convert float to uint ( temp uint)
0:12 'inF0' ( in float)
0:12 Constant:
0:12 0 (const int)
0:13 findMSB ( temp uint)
0:13 Convert float to uint ( temp uint)
0:13 'inF0' ( in float)
0:14 findLSB ( temp uint)
0:14 Convert float to uint ( temp uint)
0:14 'inF0' ( in float)
0:23 length ( temp float)
0:23 'inF0' ( in float)
0:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
0:24 Convert float to uint ( temp uint)
0:24 'inF0' ( in float)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:25 normalize ( temp 2-component vector of float)
0:25 Construct vec2 ( in 2-component vector of float)
0:25 'inF0' ( in float)
0:26 reflect ( temp 2-component vector of float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF0' ( in float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF1' ( in float)
0:27 refract ( temp 2-component vector of float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF0' ( in float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF1' ( in float)
0:27 'inF2' ( in float)
0:28 Constant:
0:28 0.000000
0:29 bitFieldReverse ( temp uint)
0:29 Convert float to uint ( temp uint)
0:29 'inF0' ( in float)
0:30 transpose ( temp 1X1 matrix of float)
ERROR: node is still EOpNull!
0:30 'inF0' ( in float)
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' ( in 1-component vector of float)
0:36 'inF1' ( in 1-component vector of float)
0:36 'inF2' ( in 1-component vector of float)
0:36 'inI0' ( in 1-component vector of int)
0:? Sequence
0:39 Constant:
0:39 0.000000
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' ( in 2-component vector of float)
0:45 'inF1' ( in 2-component vector of float)
0:45 'inF2' ( in 2-component vector of float)
0:45 'inI0' ( in 2-component vector of int)
0:? Sequence
0:46 ERROR: Bad aggregation op
( temp 2-component vector of double)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF0' ( in 2-component vector of float)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF1' ( in 2-component vector of float)
0:47 Constant:
0:47 0.000000
0:48 bitCount ( temp 2-component vector of uint)
0:48 Convert float to uint ( temp 2-component vector of uint)
0:48 'inF0' ( in 2-component vector of float)
0:49 Constant:
0:49 0.000000
0:50 Constant:
0:50 0.000000
0:51 Constant:
0:51 0.000000
0:52 Construct vec2 ( temp 2-component vector of float)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 0 (const int)
0:53 findMSB ( temp 2-component vector of uint)
0:53 Convert float to uint ( temp 2-component vector of uint)
0:53 'inF0' ( in 2-component vector of float)
0:54 findLSB ( temp 2-component vector of uint)
0:54 Convert float to uint ( temp 2-component vector of uint)
0:54 'inF0' ( in 2-component vector of float)
0:56 bitFieldReverse ( temp 2-component vector of uint)
0:56 Convert float to uint ( temp 2-component vector of uint)
0:56 'inF0' ( in 2-component vector of float)
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float)
0:63 'inF1' ( in 3-component vector of float)
0:63 'inF2' ( in 3-component vector of float)
0:63 'inI0' ( in 3-component vector of int)
0:? Sequence
0:64 Constant:
0:64 0.000000
0:65 bitCount ( temp 3-component vector of uint)
0:65 Convert float to uint ( temp 3-component vector of uint)
0:65 'inF0' ( in 3-component vector of float)
0:66 Constant:
0:66 0.000000
0:67 Constant:
0:67 0.000000
0:68 Construct vec3 ( temp 3-component vector of float)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 0 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 2 (const int)
0:68 Constant:
0:68 0 (const int)
0:69 findMSB ( temp 3-component vector of uint)
0:69 Convert float to uint ( temp 3-component vector of uint)
0:69 'inF0' ( in 3-component vector of float)
0:70 findLSB ( temp 3-component vector of uint)
0:70 Convert float to uint ( temp 3-component vector of uint)
0:70 'inF0' ( in 3-component vector of float)
0:72 bitFieldReverse ( temp 3-component vector of uint)
0:72 Convert float to uint ( temp 3-component vector of uint)
0:72 'inF0' ( in 3-component vector of float)
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float)
0:80 'inF1' ( in 4-component vector of float)
0:80 'inF2' ( in 4-component vector of float)
0:80 'inI0' ( in 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 bitCount ( temp 4-component vector of uint)
0:82 Convert float to uint ( temp 4-component vector of uint)
0:82 'inF0' ( in 4-component vector of float)
0:83 cross-product ( temp 3-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF0' ( in 4-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF1' ( in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 Construct vec4 ( temp 4-component vector of float)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 0 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 1 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 2 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 3 (const int)
0:85 Constant:
0:85 0 (const int)
0:86 findMSB ( temp 4-component vector of uint)
0:86 Convert float to uint ( temp 4-component vector of uint)
0:86 'inF0' ( in 4-component vector of float)
0:87 findLSB ( temp 4-component vector of uint)
0:87 Convert float to uint ( temp 4-component vector of uint)
0:87 'inF0' ( in 4-component vector of float)
0:89 bitFieldReverse ( temp 4-component vector of uint)
0:89 Convert float to uint ( temp 4-component vector of uint)
0:89 'inF0' ( in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters:
0:? Sequence
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of int)
0:? 'inI0' ( temp 4-component vector of int)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
0:80 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inI0' ( temp 4-component vector of int)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' ( in 2X2 matrix of float)
0:115 'inF1' ( in 2X2 matrix of float)
0:115 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:119 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float)
0:123 'inF1' ( in 3X3 matrix of float)
0:123 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:127 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float)
0:131 'inF1' ( in 4X4 matrix of float)
0:131 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:135 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
0:2 Function Parameters:
0:2 'inF0' ( in float)
0:2 'inF1' ( in float)
0:2 'inF2' ( in float)
0:2 'inI0' ( in int)
0:? Sequence
0:5 uint64BitsToDouble ( temp double)
0:5 Construct uvec2 ( temp 2-component vector of uint)
0:5 Convert float to uint ( temp uint)
0:5 'inF0' ( in float)
0:5 Convert float to uint ( temp uint)
0:5 'inF1' ( in float)
0:6 Function Call: CheckAccessFullyMapped(u1; ( temp bool)
0:6 Constant:
0:6 3 (const uint)
0:7 bitCount ( temp uint)
0:7 Convert float to uint ( temp uint)
0:7 'inF0' ( in float)
0:8 cross-product ( temp 3-component vector of float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF0' ( in float)
0:8 Construct vec3 ( in 3-component vector of float)
0:8 'inF1' ( in float)
0:9 Convert float to int ( temp 4-component vector of int)
0:9 vector-scale ( temp 4-component vector of float)
0:9 Constant:
0:9 255.001953
0:9 vector swizzle ( temp 4-component vector of float)
0:9 Construct vec4 ( in 4-component vector of float)
0:9 'inF0' ( in float)
0:9 Sequence
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 1 (const int)
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 3 (const int)
0:10 determinant ( temp float)
ERROR: node is still EOpNull!
0:10 'inF0' ( in float)
0:12 direct index ( temp float)
0:12 unpackHalf2x16 ( temp 2-component vector of float)
0:12 Convert float to uint ( temp uint)
0:12 'inF0' ( in float)
0:12 Constant:
0:12 0 (const int)
0:13 findMSB ( temp uint)
0:13 Convert float to uint ( temp uint)
0:13 'inF0' ( in float)
0:14 findLSB ( temp uint)
0:14 Convert float to uint ( temp uint)
0:14 'inF0' ( in float)
0:23 length ( temp float)
0:23 'inF0' ( in float)
0:24 Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
0:24 Convert float to uint ( temp uint)
0:24 'inF0' ( in float)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 Constant:
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:24 0 (const uint)
0:25 normalize ( temp 2-component vector of float)
0:25 Construct vec2 ( in 2-component vector of float)
0:25 'inF0' ( in float)
0:26 reflect ( temp 2-component vector of float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF0' ( in float)
0:26 Construct vec2 ( in 2-component vector of float)
0:26 'inF1' ( in float)
0:27 refract ( temp 2-component vector of float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF0' ( in float)
0:27 Construct vec2 ( in 2-component vector of float)
0:27 'inF1' ( in float)
0:27 'inF2' ( in float)
0:28 Constant:
0:28 0.000000
0:29 bitFieldReverse ( temp uint)
0:29 Convert float to uint ( temp uint)
0:29 'inF0' ( in float)
0:30 transpose ( temp 1X1 matrix of float)
ERROR: node is still EOpNull!
0:30 'inF0' ( in float)
0:32 Branch: Return with expression
0:32 Constant:
0:32 0.000000
0:36 Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
0:36 Function Parameters:
0:36 'inF0' ( in 1-component vector of float)
0:36 'inF1' ( in 1-component vector of float)
0:36 'inF2' ( in 1-component vector of float)
0:36 'inI0' ( in 1-component vector of int)
0:? Sequence
0:39 Constant:
0:39 0.000000
0:41 Branch: Return with expression
0:41 Constant:
0:41 0.000000
0:45 Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
0:45 Function Parameters:
0:45 'inF0' ( in 2-component vector of float)
0:45 'inF1' ( in 2-component vector of float)
0:45 'inF2' ( in 2-component vector of float)
0:45 'inI0' ( in 2-component vector of int)
0:? Sequence
0:46 ERROR: Bad aggregation op
( temp 2-component vector of double)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF0' ( in 2-component vector of float)
0:46 Convert float to uint ( temp 2-component vector of uint)
0:46 'inF1' ( in 2-component vector of float)
0:47 Constant:
0:47 0.000000
0:48 bitCount ( temp 2-component vector of uint)
0:48 Convert float to uint ( temp 2-component vector of uint)
0:48 'inF0' ( in 2-component vector of float)
0:49 Constant:
0:49 0.000000
0:50 Constant:
0:50 0.000000
0:51 Constant:
0:51 0.000000
0:52 Construct vec2 ( temp 2-component vector of float)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 0 (const int)
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp float)
0:52 unpackHalf2x16 ( temp 2-component vector of float)
0:52 direct index ( temp uint)
0:52 Convert float to uint ( temp 2-component vector of uint)
0:52 'inF0' ( in 2-component vector of float)
0:52 Constant:
0:52 1 (const int)
0:52 Constant:
0:52 0 (const int)
0:53 findMSB ( temp 2-component vector of uint)
0:53 Convert float to uint ( temp 2-component vector of uint)
0:53 'inF0' ( in 2-component vector of float)
0:54 findLSB ( temp 2-component vector of uint)
0:54 Convert float to uint ( temp 2-component vector of uint)
0:54 'inF0' ( in 2-component vector of float)
0:56 bitFieldReverse ( temp 2-component vector of uint)
0:56 Convert float to uint ( temp 2-component vector of uint)
0:56 'inF0' ( in 2-component vector of float)
0:57 Constant:
0:57 0.000000
0:59 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:63 Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
0:63 Function Parameters:
0:63 'inF0' ( in 3-component vector of float)
0:63 'inF1' ( in 3-component vector of float)
0:63 'inF2' ( in 3-component vector of float)
0:63 'inI0' ( in 3-component vector of int)
0:? Sequence
0:64 Constant:
0:64 0.000000
0:65 bitCount ( temp 3-component vector of uint)
0:65 Convert float to uint ( temp 3-component vector of uint)
0:65 'inF0' ( in 3-component vector of float)
0:66 Constant:
0:66 0.000000
0:67 Constant:
0:67 0.000000
0:68 Construct vec3 ( temp 3-component vector of float)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 0 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 1 (const int)
0:68 Constant:
0:68 0 (const int)
0:68 direct index ( temp float)
0:68 unpackHalf2x16 ( temp 2-component vector of float)
0:68 direct index ( temp uint)
0:68 Convert float to uint ( temp 3-component vector of uint)
0:68 'inF0' ( in 3-component vector of float)
0:68 Constant:
0:68 2 (const int)
0:68 Constant:
0:68 0 (const int)
0:69 findMSB ( temp 3-component vector of uint)
0:69 Convert float to uint ( temp 3-component vector of uint)
0:69 'inF0' ( in 3-component vector of float)
0:70 findLSB ( temp 3-component vector of uint)
0:70 Convert float to uint ( temp 3-component vector of uint)
0:70 'inF0' ( in 3-component vector of float)
0:72 bitFieldReverse ( temp 3-component vector of uint)
0:72 Convert float to uint ( temp 3-component vector of uint)
0:72 'inF0' ( in 3-component vector of float)
0:73 Constant:
0:73 0.000000
0:76 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:80 Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:80 Function Parameters:
0:80 'inF0' ( in 4-component vector of float)
0:80 'inF1' ( in 4-component vector of float)
0:80 'inF2' ( in 4-component vector of float)
0:80 'inI0' ( in 4-component vector of int)
0:? Sequence
0:81 Constant:
0:81 0.000000
0:82 bitCount ( temp 4-component vector of uint)
0:82 Convert float to uint ( temp 4-component vector of uint)
0:82 'inF0' ( in 4-component vector of float)
0:83 cross-product ( temp 3-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF0' ( in 4-component vector of float)
0:83 Construct vec3 ( in 3-component vector of float)
0:83 'inF1' ( in 4-component vector of float)
0:84 Constant:
0:84 0.000000
0:85 Construct vec4 ( temp 4-component vector of float)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 0 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 1 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 2 (const int)
0:85 Constant:
0:85 0 (const int)
0:85 direct index ( temp float)
0:85 unpackHalf2x16 ( temp 2-component vector of float)
0:85 direct index ( temp uint)
0:85 Convert float to uint ( temp 4-component vector of uint)
0:85 'inF0' ( in 4-component vector of float)
0:85 Constant:
0:85 3 (const int)
0:85 Constant:
0:85 0 (const int)
0:86 findMSB ( temp 4-component vector of uint)
0:86 Convert float to uint ( temp 4-component vector of uint)
0:86 'inF0' ( in 4-component vector of float)
0:87 findLSB ( temp 4-component vector of uint)
0:87 Convert float to uint ( temp 4-component vector of uint)
0:87 'inF0' ( in 4-component vector of float)
0:89 bitFieldReverse ( temp 4-component vector of uint)
0:89 Convert float to uint ( temp 4-component vector of uint)
0:89 'inF0' ( in 4-component vector of float)
0:90 Constant:
0:90 0.000000
0:92 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:80 Function Definition: PixelShaderFunction( ( temp void)
0:80 Function Parameters:
0:? Sequence
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:80 move second child to first child ( temp 4-component vector of int)
0:? 'inI0' ( temp 4-component vector of int)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
0:80 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:80 Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
0:? 'inF0' ( temp 4-component vector of float)
0:? 'inF1' ( temp 4-component vector of float)
0:? 'inF2' ( temp 4-component vector of float)
0:? 'inI0' ( temp 4-component vector of int)
0:115 Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
0:115 Function Parameters:
0:115 'inF0' ( in 2X2 matrix of float)
0:115 'inF1' ( in 2X2 matrix of float)
0:115 'inF2' ( in 2X2 matrix of float)
0:? Sequence
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:117 Constant:
0:117 0.000000
0:119 Branch: Return with expression
0:? Constant:
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:? 2.000000
0:123 Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
0:123 Function Parameters:
0:123 'inF0' ( in 3X3 matrix of float)
0:123 'inF1' ( in 3X3 matrix of float)
0:123 'inF2' ( in 3X3 matrix of float)
0:? Sequence
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:125 Constant:
0:125 0.000000
0:127 Branch: Return with expression
0:? Constant:
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:131 Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
0:131 Function Parameters:
0:131 'inF0' ( in 4X4 matrix of float)
0:131 'inF1' ( in 4X4 matrix of float)
0:131 'inF2' ( in 4X4 matrix of float)
0:? Sequence
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:133 Constant:
0:133 0.000000
0:135 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? 4.000000
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'inF0' (layout( location=0) in 4-component vector of float)
0:? 'inF1' (layout( location=1) in 4-component vector of float)
0:? 'inF2' (layout( location=2) in 4-component vector of float)
0:? 'inI0' (layout( location=3) flat in 4-component vector of int)
SPIR-V is not generated for failed compile or link