blob: 60d63e9f2eb0a4e3a916977c97f035f65653776a [file] [log] [blame]
hlsl.numericsuffixes.negative.frag
ERROR: 0:7: '' : bad digit in binary literal
ERROR: 0:8: '' : binary literal too big
ERROR: 0:9: '' : bad digit in hexadecimal literal
ERROR: 0:10: '' : hexadecimal literal too big
ERROR: 4 compilation errors. No code generated.
Shader version: 500
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:5 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp uint)
0:7 'r01' ( temp uint)
0:7 Constant:
0:7 0 (const uint)
0:8 Sequence
0:8 move second child to first child ( temp uint)
0:8 'r02' ( temp uint)
0:8 Constant:
0:8 4294967295 (const uint)
0:10 Sequence
0:9 move second child to first child ( temp uint)
0:9 'r03' ( temp uint)
0:9 Constant:
0:9 0 (const uint)
0:10 move second child to first child ( temp uint)
0:10 'r04' ( temp uint)
0:10 Constant:
0:10 4294967295 (const uint)
0:13 move second child to first child ( temp 4-component vector of float)
0:13 color: direct index for structure ( temp 4-component vector of float)
0:13 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:13 Constant:
0:13 0 (const int)
0:13 Construct vec4 ( temp 4-component vector of float)
0:13 Convert uint to float ( temp float)
0:13 'r01' ( temp uint)
0:14 Branch: Return with expression
0:14 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:5 color: direct index for structure ( temp 4-component vector of float)
0:5 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:5 Constant:
0:5 0 (const int)
0:? Linker Objects
0:? '@entryPointOutput.color' (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!
0:5 Function Definition: @main( ( temp structure{ temp 4-component vector of float color})
0:5 Function Parameters:
0:? Sequence
0:7 Sequence
0:7 move second child to first child ( temp uint)
0:7 'r01' ( temp uint)
0:7 Constant:
0:7 0 (const uint)
0:8 Sequence
0:8 move second child to first child ( temp uint)
0:8 'r02' ( temp uint)
0:8 Constant:
0:8 4294967295 (const uint)
0:10 Sequence
0:9 move second child to first child ( temp uint)
0:9 'r03' ( temp uint)
0:9 Constant:
0:9 0 (const uint)
0:10 move second child to first child ( temp uint)
0:10 'r04' ( temp uint)
0:10 Constant:
0:10 4294967295 (const uint)
0:13 move second child to first child ( temp 4-component vector of float)
0:13 color: direct index for structure ( temp 4-component vector of float)
0:13 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:13 Constant:
0:13 0 (const int)
0:13 Construct vec4 ( temp 4-component vector of float)
0:13 Convert uint to float ( temp float)
0:13 'r01' ( temp uint)
0:14 Branch: Return with expression
0:14 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:5 Function Definition: main( ( temp void)
0:5 Function Parameters:
0:? Sequence
0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
0:5 color: direct index for structure ( temp 4-component vector of float)
0:5 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:5 Constant:
0:5 0 (const int)
0:? Linker Objects
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
SPIR-V is not generated for failed compile or link