blob: abe86345f90deef1d665485b63be1d6098e36f08 [file] [log] [blame]
hlsl.waveordered.frag
ERROR: 0:3: 'WaveGetOrderedIndex' : WaveGetOrderedIndex() unsupported in a pixel/fragment shader
ERROR: 1 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: @PixelShaderFunction( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Test condition and select ( temp void)
0:3 Condition
0:3 Compare Equal ( temp bool)
0:3 Constant:
0:3 0 (const uint)
0:3 ERROR: Bad aggregation op
( temp uint)
0:3 true case
0:? Sequence
0:5 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:3 false case
0:? Sequence
0:9 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 3.000000
0:? 2.000000
0:? 1.000000
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:2 Function Definition: @PixelShaderFunction( ( temp 4-component vector of float)
0:2 Function Parameters:
0:? Sequence
0:3 Test condition and select ( temp void)
0:3 Condition
0:3 Compare Equal ( temp bool)
0:3 Constant:
0:3 0 (const uint)
0:3 ERROR: Bad aggregation op
( temp uint)
0:3 true case
0:? Sequence
0:5 Branch: Return with expression
0:? Constant:
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:3 false case
0:? Sequence
0:9 Branch: Return with expression
0:? Constant:
0:? 4.000000
0:? 3.000000
0:? 2.000000
0:? 1.000000
0:2 Function Definition: PixelShaderFunction( ( temp void)
0:2 Function Parameters:
0:? Sequence
0:2 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:2 Function Call: @PixelShaderFunction( ( temp 4-component vector of float)
0:? Linker Objects
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
SPIR-V is not generated for failed compile or link