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1hlsl.intrinsics.negative.frag
2ERROR: 0:10: 'determinant' : ambiguous best function under implicit type conversion
3ERROR: 0:25: 'normalize' : ambiguous best function under implicit type conversion
4ERROR: 0:26: 'reflect' : ambiguous best function under implicit type conversion
5ERROR: 0:27: 'refract' : ambiguous best function under implicit type conversion
6ERROR: 0:28: 'refract' : no matching overloaded function found
7ERROR: 0:30: 'transpose' : ambiguous best function under implicit type conversion
8ERROR: 0:39: 'GetRenderTargetSamplePosition' : no matching overloaded function found
9ERROR: 0:46: 'asdouble' : double2 conversion not implemented
10ERROR: 0:47: 'CheckAccessFullyMapped' : no matching overloaded function found
11ERROR: 0:49: 'cross' : no matching overloaded function found
12ERROR: 0:50: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
13ERROR: 0:51: 'determinant' : no matching overloaded function found
14ERROR: 0:57: 'transpose' : no matching overloaded function found
15ERROR: 0:64: 'CheckAccessFullyMapped' : no matching overloaded function found
16ERROR: 0:66: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
17ERROR: 0:67: 'determinant' : no matching overloaded function found
18ERROR: 0:73: 'transpose' : no matching overloaded function found
19ERROR: 0:81: 'CheckAccessFullyMapped' : no matching overloaded function found
20ERROR: 0:84: 'determinant' : no matching overloaded function found
21ERROR: 0:90: 'transpose' : no matching overloaded function found
22ERROR: 0:117: 'countbits' : no matching overloaded function found
23ERROR: 0:117: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
24ERROR: 0:117: 'cross' : no matching overloaded function found
25ERROR: 0:117: 'f16tof32' : no matching overloaded function found
26ERROR: 0:117: 'firstbithigh' : no matching overloaded function found
27ERROR: 0:117: 'firstbitlow' : no matching overloaded function found
28ERROR: 0:117: 'reversebits' : no matching overloaded function found
29ERROR: 0:117: 'length' : no matching overloaded function found
30ERROR: 0:117: 'noise' : no matching overloaded function found
31ERROR: 0:117: 'normalize' : no matching overloaded function found
32ERROR: 0:117: 'reflect' : no matching overloaded function found
33ERROR: 0:117: 'refract' : no matching overloaded function found
34ERROR: 0:117: 'reversebits' : no matching overloaded function found
35ERROR: 0:125: 'countbits' : no matching overloaded function found
36ERROR: 0:125: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
37ERROR: 0:125: 'cross' : no matching overloaded function found
38ERROR: 0:125: 'f16tof32' : no matching overloaded function found
39ERROR: 0:125: 'firstbithigh' : no matching overloaded function found
40ERROR: 0:125: 'firstbitlow' : no matching overloaded function found
41ERROR: 0:125: 'reversebits' : no matching overloaded function found
42ERROR: 0:125: 'length' : no matching overloaded function found
43ERROR: 0:125: 'noise' : no matching overloaded function found
44ERROR: 0:125: 'normalize' : no matching overloaded function found
45ERROR: 0:125: 'reflect' : no matching overloaded function found
46ERROR: 0:125: 'refract' : no matching overloaded function found
47ERROR: 0:125: 'reversebits' : no matching overloaded function found
48ERROR: 0:133: 'countbits' : no matching overloaded function found
49ERROR: 0:133: 'D3DCOLORtoUBYTE4' : no matching overloaded function found
50ERROR: 0:133: 'cross' : no matching overloaded function found
51ERROR: 0:133: 'f16tof32' : no matching overloaded function found
52ERROR: 0:133: 'firstbithigh' : no matching overloaded function found
53ERROR: 0:133: 'firstbitlow' : no matching overloaded function found
54ERROR: 0:133: 'reversebits' : no matching overloaded function found
55ERROR: 0:133: 'length' : no matching overloaded function found
56ERROR: 0:133: 'noise' : no matching overloaded function found
57ERROR: 0:133: 'normalize' : no matching overloaded function found
58ERROR: 0:133: 'reflect' : no matching overloaded function found
59ERROR: 0:133: 'refract' : no matching overloaded function found
60ERROR: 0:133: 'reversebits' : no matching overloaded function found
61ERROR: 59 compilation errors.  No code generated.
62
63
64Shader version: 500
65gl_FragCoord origin is upper left
66ERROR: node is still EOpNull!
670:2  Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
680:2    Function Parameters:
690:2      'inF0' ( in float)
700:2      'inF1' ( in float)
710:2      'inF2' ( in float)
720:2      'inI0' ( in int)
730:?     Sequence
740:5      uint64BitsToDouble ( temp double)
750:5        Construct uvec2 ( temp 2-component vector of uint)
760:5          Convert float to uint ( temp uint)
770:5            'inF0' ( in float)
780:5          Convert float to uint ( temp uint)
790:5            'inF1' ( in float)
800:6      Function Call: CheckAccessFullyMapped(u1; ( temp bool)
810:6        Constant:
820:6          3 (const uint)
830:7      bitCount ( temp uint)
840:7        Convert float to uint ( temp uint)
850:7          'inF0' ( in float)
860:8      cross-product ( temp 3-component vector of float)
870:8        Construct vec3 ( in 3-component vector of float)
880:8          'inF0' ( in float)
890:8        Construct vec3 ( in 3-component vector of float)
900:8          'inF1' ( in float)
910:9      Convert float to int ( temp 4-component vector of int)
920:9        vector-scale ( temp 4-component vector of float)
930:9          Constant:
940:9            255.001953
950:9          vector swizzle ( temp 4-component vector of float)
960:9            Construct vec4 ( in 4-component vector of float)
970:9              'inF0' ( in float)
980:9            Sequence
990:9              Constant:
1000:9                2 (const int)
1010:9              Constant:
1020:9                1 (const int)
1030:9              Constant:
1040:9                0 (const int)
1050:9              Constant:
1060:9                3 (const int)
1070:10      determinant ( temp float)
108ERROR: node is still EOpNull!
1090:10          'inF0' ( in float)
1100:12      direct index ( temp float)
1110:12        unpackHalf2x16 ( temp 2-component vector of float)
1120:12          Convert float to uint ( temp uint)
1130:12            'inF0' ( in float)
1140:12        Constant:
1150:12          0 (const int)
1160:13      findMSB ( temp uint)
1170:13        Convert float to uint ( temp uint)
1180:13          'inF0' ( in float)
1190:14      findLSB ( temp uint)
1200:14        Convert float to uint ( temp uint)
1210:14          'inF0' ( in float)
1220:23      length ( temp float)
1230:23        'inF0' ( in float)
1240:24      Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
1250:24        Convert float to uint ( temp uint)
1260:24          'inF0' ( in float)
1270:24        Constant:
1280:24          0 (const uint)
1290:24          0 (const uint)
1300:24        Constant:
1310:24          0 (const uint)
1320:24          0 (const uint)
1330:24          0 (const uint)
1340:24          0 (const uint)
1350:25      normalize ( temp 2-component vector of float)
1360:25        Construct vec2 ( in 2-component vector of float)
1370:25          'inF0' ( in float)
1380:26      reflect ( temp 2-component vector of float)
1390:26        Construct vec2 ( in 2-component vector of float)
1400:26          'inF0' ( in float)
1410:26        Construct vec2 ( in 2-component vector of float)
1420:26          'inF1' ( in float)
1430:27      refract ( temp 2-component vector of float)
1440:27        Construct vec2 ( in 2-component vector of float)
1450:27          'inF0' ( in float)
1460:27        Construct vec2 ( in 2-component vector of float)
1470:27          'inF1' ( in float)
1480:27        'inF2' ( in float)
1490:28      Constant:
1500:28        0.000000
1510:29      bitFieldReverse ( temp uint)
1520:29        Convert float to uint ( temp uint)
1530:29          'inF0' ( in float)
1540:30      transpose ( temp 1X1 matrix of float)
155ERROR: node is still EOpNull!
1560:30          'inF0' ( in float)
1570:32      Branch: Return with expression
1580:32        Constant:
1590:32          0.000000
1600:36  Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
1610:36    Function Parameters:
1620:36      'inF0' ( in 1-component vector of float)
1630:36      'inF1' ( in 1-component vector of float)
1640:36      'inF2' ( in 1-component vector of float)
1650:36      'inI0' ( in 1-component vector of int)
1660:?     Sequence
1670:39      Constant:
1680:39        0.000000
1690:41      Branch: Return with expression
1700:41        Constant:
1710:41          0.000000
1720:45  Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
1730:45    Function Parameters:
1740:45      'inF0' ( in 2-component vector of float)
1750:45      'inF1' ( in 2-component vector of float)
1760:45      'inF2' ( in 2-component vector of float)
1770:45      'inI0' ( in 2-component vector of int)
1780:?     Sequence
1790:46      ERROR: Bad aggregation op
180 ( temp 2-component vector of double)
1810:46        Convert float to uint ( temp 2-component vector of uint)
1820:46          'inF0' ( in 2-component vector of float)
1830:46        Convert float to uint ( temp 2-component vector of uint)
1840:46          'inF1' ( in 2-component vector of float)
1850:47      Constant:
1860:47        0.000000
1870:48      bitCount ( temp 2-component vector of uint)
1880:48        Convert float to uint ( temp 2-component vector of uint)
1890:48          'inF0' ( in 2-component vector of float)
1900:49      Constant:
1910:49        0.000000
1920:50      Constant:
1930:50        0.000000
1940:51      Constant:
1950:51        0.000000
1960:52      Construct vec2 ( temp 2-component vector of float)
1970:52        direct index ( temp float)
1980:52          unpackHalf2x16 ( temp 2-component vector of float)
1990:52            direct index ( temp uint)
2000:52              Convert float to uint ( temp 2-component vector of uint)
2010:52                'inF0' ( in 2-component vector of float)
2020:52              Constant:
2030:52                0 (const int)
2040:52          Constant:
2050:52            0 (const int)
2060:52        direct index ( temp float)
2070:52          unpackHalf2x16 ( temp 2-component vector of float)
2080:52            direct index ( temp uint)
2090:52              Convert float to uint ( temp 2-component vector of uint)
2100:52                'inF0' ( in 2-component vector of float)
2110:52              Constant:
2120:52                1 (const int)
2130:52          Constant:
2140:52            0 (const int)
2150:53      findMSB ( temp 2-component vector of uint)
2160:53        Convert float to uint ( temp 2-component vector of uint)
2170:53          'inF0' ( in 2-component vector of float)
2180:54      findLSB ( temp 2-component vector of uint)
2190:54        Convert float to uint ( temp 2-component vector of uint)
2200:54          'inF0' ( in 2-component vector of float)
2210:56      bitFieldReverse ( temp 2-component vector of uint)
2220:56        Convert float to uint ( temp 2-component vector of uint)
2230:56          'inF0' ( in 2-component vector of float)
2240:57      Constant:
2250:57        0.000000
2260:59      Branch: Return with expression
2270:?         Constant:
2280:?           1.000000
2290:?           2.000000
2300:63  Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
2310:63    Function Parameters:
2320:63      'inF0' ( in 3-component vector of float)
2330:63      'inF1' ( in 3-component vector of float)
2340:63      'inF2' ( in 3-component vector of float)
2350:63      'inI0' ( in 3-component vector of int)
2360:?     Sequence
2370:64      Constant:
2380:64        0.000000
2390:65      bitCount ( temp 3-component vector of uint)
2400:65        Convert float to uint ( temp 3-component vector of uint)
2410:65          'inF0' ( in 3-component vector of float)
2420:66      Constant:
2430:66        0.000000
2440:67      Constant:
2450:67        0.000000
2460:68      Construct vec3 ( temp 3-component vector of float)
2470:68        direct index ( temp float)
2480:68          unpackHalf2x16 ( temp 2-component vector of float)
2490:68            direct index ( temp uint)
2500:68              Convert float to uint ( temp 3-component vector of uint)
2510:68                'inF0' ( in 3-component vector of float)
2520:68              Constant:
2530:68                0 (const int)
2540:68          Constant:
2550:68            0 (const int)
2560:68        direct index ( temp float)
2570:68          unpackHalf2x16 ( temp 2-component vector of float)
2580:68            direct index ( temp uint)
2590:68              Convert float to uint ( temp 3-component vector of uint)
2600:68                'inF0' ( in 3-component vector of float)
2610:68              Constant:
2620:68                1 (const int)
2630:68          Constant:
2640:68            0 (const int)
2650:68        direct index ( temp float)
2660:68          unpackHalf2x16 ( temp 2-component vector of float)
2670:68            direct index ( temp uint)
2680:68              Convert float to uint ( temp 3-component vector of uint)
2690:68                'inF0' ( in 3-component vector of float)
2700:68              Constant:
2710:68                2 (const int)
2720:68          Constant:
2730:68            0 (const int)
2740:69      findMSB ( temp 3-component vector of uint)
2750:69        Convert float to uint ( temp 3-component vector of uint)
2760:69          'inF0' ( in 3-component vector of float)
2770:70      findLSB ( temp 3-component vector of uint)
2780:70        Convert float to uint ( temp 3-component vector of uint)
2790:70          'inF0' ( in 3-component vector of float)
2800:72      bitFieldReverse ( temp 3-component vector of uint)
2810:72        Convert float to uint ( temp 3-component vector of uint)
2820:72          'inF0' ( in 3-component vector of float)
2830:73      Constant:
2840:73        0.000000
2850:76      Branch: Return with expression
2860:?         Constant:
2870:?           1.000000
2880:?           2.000000
2890:?           3.000000
2900:80  Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
2910:80    Function Parameters:
2920:80      'inF0' ( in 4-component vector of float)
2930:80      'inF1' ( in 4-component vector of float)
2940:80      'inF2' ( in 4-component vector of float)
2950:80      'inI0' ( in 4-component vector of int)
2960:?     Sequence
2970:81      Constant:
2980:81        0.000000
2990:82      bitCount ( temp 4-component vector of uint)
3000:82        Convert float to uint ( temp 4-component vector of uint)
3010:82          'inF0' ( in 4-component vector of float)
3020:83      cross-product ( temp 3-component vector of float)
3030:83        Construct vec3 ( in 3-component vector of float)
3040:83          'inF0' ( in 4-component vector of float)
3050:83        Construct vec3 ( in 3-component vector of float)
3060:83          'inF1' ( in 4-component vector of float)
3070:84      Constant:
3080:84        0.000000
3090:85      Construct vec4 ( temp 4-component vector of float)
3100:85        direct index ( temp float)
3110:85          unpackHalf2x16 ( temp 2-component vector of float)
3120:85            direct index ( temp uint)
3130:85              Convert float to uint ( temp 4-component vector of uint)
3140:85                'inF0' ( in 4-component vector of float)
3150:85              Constant:
3160:85                0 (const int)
3170:85          Constant:
3180:85            0 (const int)
3190:85        direct index ( temp float)
3200:85          unpackHalf2x16 ( temp 2-component vector of float)
3210:85            direct index ( temp uint)
3220:85              Convert float to uint ( temp 4-component vector of uint)
3230:85                'inF0' ( in 4-component vector of float)
3240:85              Constant:
3250:85                1 (const int)
3260:85          Constant:
3270:85            0 (const int)
3280:85        direct index ( temp float)
3290:85          unpackHalf2x16 ( temp 2-component vector of float)
3300:85            direct index ( temp uint)
3310:85              Convert float to uint ( temp 4-component vector of uint)
3320:85                'inF0' ( in 4-component vector of float)
3330:85              Constant:
3340:85                2 (const int)
3350:85          Constant:
3360:85            0 (const int)
3370:85        direct index ( temp float)
3380:85          unpackHalf2x16 ( temp 2-component vector of float)
3390:85            direct index ( temp uint)
3400:85              Convert float to uint ( temp 4-component vector of uint)
3410:85                'inF0' ( in 4-component vector of float)
3420:85              Constant:
3430:85                3 (const int)
3440:85          Constant:
3450:85            0 (const int)
3460:86      findMSB ( temp 4-component vector of uint)
3470:86        Convert float to uint ( temp 4-component vector of uint)
3480:86          'inF0' ( in 4-component vector of float)
3490:87      findLSB ( temp 4-component vector of uint)
3500:87        Convert float to uint ( temp 4-component vector of uint)
3510:87          'inF0' ( in 4-component vector of float)
3520:89      bitFieldReverse ( temp 4-component vector of uint)
3530:89        Convert float to uint ( temp 4-component vector of uint)
3540:89          'inF0' ( in 4-component vector of float)
3550:90      Constant:
3560:90        0.000000
3570:92      Branch: Return with expression
3580:?         Constant:
3590:?           1.000000
3600:?           2.000000
3610:?           3.000000
3620:?           4.000000
3630:80  Function Definition: PixelShaderFunction( ( temp void)
3640:80    Function Parameters:
3650:?     Sequence
3660:80      move second child to first child ( temp 4-component vector of float)
3670:?         'inF0' ( temp 4-component vector of float)
3680:?         'inF0' (layout( location=0) in 4-component vector of float)
3690:80      move second child to first child ( temp 4-component vector of float)
3700:?         'inF1' ( temp 4-component vector of float)
3710:?         'inF1' (layout( location=1) in 4-component vector of float)
3720:80      move second child to first child ( temp 4-component vector of float)
3730:?         'inF2' ( temp 4-component vector of float)
3740:?         'inF2' (layout( location=2) in 4-component vector of float)
3750:80      move second child to first child ( temp 4-component vector of int)
3760:?         'inI0' ( temp 4-component vector of int)
3770:?         'inI0' (layout( location=3) flat in 4-component vector of int)
3780:80      move second child to first child ( temp 4-component vector of float)
3790:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
3800:80        Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
3810:?           'inF0' ( temp 4-component vector of float)
3820:?           'inF1' ( temp 4-component vector of float)
3830:?           'inF2' ( temp 4-component vector of float)
3840:?           'inI0' ( temp 4-component vector of int)
3850:115  Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
3860:115    Function Parameters:
3870:115      'inF0' ( in 2X2 matrix of float)
3880:115      'inF1' ( in 2X2 matrix of float)
3890:115      'inF2' ( in 2X2 matrix of float)
3900:?     Sequence
3910:117      Constant:
3920:117        0.000000
3930:117      Constant:
3940:117        0.000000
3950:117      Constant:
3960:117        0.000000
3970:117      Constant:
3980:117        0.000000
3990:117      Constant:
4000:117        0.000000
4010:117      Constant:
4020:117        0.000000
4030:117      Constant:
4040:117        0.000000
4050:117      Constant:
4060:117        0.000000
4070:117      Constant:
4080:117        0.000000
4090:117      Constant:
4100:117        0.000000
4110:117      Constant:
4120:117        0.000000
4130:117      Constant:
4140:117        0.000000
4150:117      Constant:
4160:117        0.000000
4170:119      Branch: Return with expression
4180:?         Constant:
4190:?           2.000000
4200:?           2.000000
4210:?           2.000000
4220:?           2.000000
4230:123  Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
4240:123    Function Parameters:
4250:123      'inF0' ( in 3X3 matrix of float)
4260:123      'inF1' ( in 3X3 matrix of float)
4270:123      'inF2' ( in 3X3 matrix of float)
4280:?     Sequence
4290:125      Constant:
4300:125        0.000000
4310:125      Constant:
4320:125        0.000000
4330:125      Constant:
4340:125        0.000000
4350:125      Constant:
4360:125        0.000000
4370:125      Constant:
4380:125        0.000000
4390:125      Constant:
4400:125        0.000000
4410:125      Constant:
4420:125        0.000000
4430:125      Constant:
4440:125        0.000000
4450:125      Constant:
4460:125        0.000000
4470:125      Constant:
4480:125        0.000000
4490:125      Constant:
4500:125        0.000000
4510:125      Constant:
4520:125        0.000000
4530:125      Constant:
4540:125        0.000000
4550:127      Branch: Return with expression
4560:?         Constant:
4570:?           3.000000
4580:?           3.000000
4590:?           3.000000
4600:?           3.000000
4610:?           3.000000
4620:?           3.000000
4630:?           3.000000
4640:?           3.000000
4650:?           3.000000
4660:131  Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
4670:131    Function Parameters:
4680:131      'inF0' ( in 4X4 matrix of float)
4690:131      'inF1' ( in 4X4 matrix of float)
4700:131      'inF2' ( in 4X4 matrix of float)
4710:?     Sequence
4720:133      Constant:
4730:133        0.000000
4740:133      Constant:
4750:133        0.000000
4760:133      Constant:
4770:133        0.000000
4780:133      Constant:
4790:133        0.000000
4800:133      Constant:
4810:133        0.000000
4820:133      Constant:
4830:133        0.000000
4840:133      Constant:
4850:133        0.000000
4860:133      Constant:
4870:133        0.000000
4880:133      Constant:
4890:133        0.000000
4900:133      Constant:
4910:133        0.000000
4920:133      Constant:
4930:133        0.000000
4940:133      Constant:
4950:133        0.000000
4960:133      Constant:
4970:133        0.000000
4980:135      Branch: Return with expression
4990:?         Constant:
5000:?           4.000000
5010:?           4.000000
5020:?           4.000000
5030:?           4.000000
5040:?           4.000000
5050:?           4.000000
5060:?           4.000000
5070:?           4.000000
5080:?           4.000000
5090:?           4.000000
5100:?           4.000000
5110:?           4.000000
5120:?           4.000000
5130:?           4.000000
5140:?           4.000000
5150:?           4.000000
5160:?   Linker Objects
5170:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
5180:?     'inF0' (layout( location=0) in 4-component vector of float)
5190:?     'inF1' (layout( location=1) in 4-component vector of float)
5200:?     'inF2' (layout( location=2) in 4-component vector of float)
5210:?     'inI0' (layout( location=3) flat in 4-component vector of int)
522
523
524Linked fragment stage:
525
526
527Shader version: 500
528gl_FragCoord origin is upper left
529ERROR: node is still EOpNull!
5300:2  Function Definition: PixelShaderFunctionS(f1;f1;f1;i1; ( temp float)
5310:2    Function Parameters:
5320:2      'inF0' ( in float)
5330:2      'inF1' ( in float)
5340:2      'inF2' ( in float)
5350:2      'inI0' ( in int)
5360:?     Sequence
5370:5      uint64BitsToDouble ( temp double)
5380:5        Construct uvec2 ( temp 2-component vector of uint)
5390:5          Convert float to uint ( temp uint)
5400:5            'inF0' ( in float)
5410:5          Convert float to uint ( temp uint)
5420:5            'inF1' ( in float)
5430:6      Function Call: CheckAccessFullyMapped(u1; ( temp bool)
5440:6        Constant:
5450:6          3 (const uint)
5460:7      bitCount ( temp uint)
5470:7        Convert float to uint ( temp uint)
5480:7          'inF0' ( in float)
5490:8      cross-product ( temp 3-component vector of float)
5500:8        Construct vec3 ( in 3-component vector of float)
5510:8          'inF0' ( in float)
5520:8        Construct vec3 ( in 3-component vector of float)
5530:8          'inF1' ( in float)
5540:9      Convert float to int ( temp 4-component vector of int)
5550:9        vector-scale ( temp 4-component vector of float)
5560:9          Constant:
5570:9            255.001953
5580:9          vector swizzle ( temp 4-component vector of float)
5590:9            Construct vec4 ( in 4-component vector of float)
5600:9              'inF0' ( in float)
5610:9            Sequence
5620:9              Constant:
5630:9                2 (const int)
5640:9              Constant:
5650:9                1 (const int)
5660:9              Constant:
5670:9                0 (const int)
5680:9              Constant:
5690:9                3 (const int)
5700:10      determinant ( temp float)
571ERROR: node is still EOpNull!
5720:10          'inF0' ( in float)
5730:12      direct index ( temp float)
5740:12        unpackHalf2x16 ( temp 2-component vector of float)
5750:12          Convert float to uint ( temp uint)
5760:12            'inF0' ( in float)
5770:12        Constant:
5780:12          0 (const int)
5790:13      findMSB ( temp uint)
5800:13        Convert float to uint ( temp uint)
5810:13          'inF0' ( in float)
5820:14      findLSB ( temp uint)
5830:14        Convert float to uint ( temp uint)
5840:14          'inF0' ( in float)
5850:23      length ( temp float)
5860:23        'inF0' ( in float)
5870:24      Function Call: msad4(u1;vu2;vu4; ( temp 4-component vector of uint)
5880:24        Convert float to uint ( temp uint)
5890:24          'inF0' ( in float)
5900:24        Constant:
5910:24          0 (const uint)
5920:24          0 (const uint)
5930:24        Constant:
5940:24          0 (const uint)
5950:24          0 (const uint)
5960:24          0 (const uint)
5970:24          0 (const uint)
5980:25      normalize ( temp 2-component vector of float)
5990:25        Construct vec2 ( in 2-component vector of float)
6000:25          'inF0' ( in float)
6010:26      reflect ( temp 2-component vector of float)
6020:26        Construct vec2 ( in 2-component vector of float)
6030:26          'inF0' ( in float)
6040:26        Construct vec2 ( in 2-component vector of float)
6050:26          'inF1' ( in float)
6060:27      refract ( temp 2-component vector of float)
6070:27        Construct vec2 ( in 2-component vector of float)
6080:27          'inF0' ( in float)
6090:27        Construct vec2 ( in 2-component vector of float)
6100:27          'inF1' ( in float)
6110:27        'inF2' ( in float)
6120:28      Constant:
6130:28        0.000000
6140:29      bitFieldReverse ( temp uint)
6150:29        Convert float to uint ( temp uint)
6160:29          'inF0' ( in float)
6170:30      transpose ( temp 1X1 matrix of float)
618ERROR: node is still EOpNull!
6190:30          'inF0' ( in float)
6200:32      Branch: Return with expression
6210:32        Constant:
6220:32          0.000000
6230:36  Function Definition: PixelShaderFunction1(vf1;vf1;vf1;vi1; ( temp 1-component vector of float)
6240:36    Function Parameters:
6250:36      'inF0' ( in 1-component vector of float)
6260:36      'inF1' ( in 1-component vector of float)
6270:36      'inF2' ( in 1-component vector of float)
6280:36      'inI0' ( in 1-component vector of int)
6290:?     Sequence
6300:39      Constant:
6310:39        0.000000
6320:41      Branch: Return with expression
6330:41        Constant:
6340:41          0.000000
6350:45  Function Definition: PixelShaderFunction2(vf2;vf2;vf2;vi2; ( temp 2-component vector of float)
6360:45    Function Parameters:
6370:45      'inF0' ( in 2-component vector of float)
6380:45      'inF1' ( in 2-component vector of float)
6390:45      'inF2' ( in 2-component vector of float)
6400:45      'inI0' ( in 2-component vector of int)
6410:?     Sequence
6420:46      ERROR: Bad aggregation op
643 ( temp 2-component vector of double)
6440:46        Convert float to uint ( temp 2-component vector of uint)
6450:46          'inF0' ( in 2-component vector of float)
6460:46        Convert float to uint ( temp 2-component vector of uint)
6470:46          'inF1' ( in 2-component vector of float)
6480:47      Constant:
6490:47        0.000000
6500:48      bitCount ( temp 2-component vector of uint)
6510:48        Convert float to uint ( temp 2-component vector of uint)
6520:48          'inF0' ( in 2-component vector of float)
6530:49      Constant:
6540:49        0.000000
6550:50      Constant:
6560:50        0.000000
6570:51      Constant:
6580:51        0.000000
6590:52      Construct vec2 ( temp 2-component vector of float)
6600:52        direct index ( temp float)
6610:52          unpackHalf2x16 ( temp 2-component vector of float)
6620:52            direct index ( temp uint)
6630:52              Convert float to uint ( temp 2-component vector of uint)
6640:52                'inF0' ( in 2-component vector of float)
6650:52              Constant:
6660:52                0 (const int)
6670:52          Constant:
6680:52            0 (const int)
6690:52        direct index ( temp float)
6700:52          unpackHalf2x16 ( temp 2-component vector of float)
6710:52            direct index ( temp uint)
6720:52              Convert float to uint ( temp 2-component vector of uint)
6730:52                'inF0' ( in 2-component vector of float)
6740:52              Constant:
6750:52                1 (const int)
6760:52          Constant:
6770:52            0 (const int)
6780:53      findMSB ( temp 2-component vector of uint)
6790:53        Convert float to uint ( temp 2-component vector of uint)
6800:53          'inF0' ( in 2-component vector of float)
6810:54      findLSB ( temp 2-component vector of uint)
6820:54        Convert float to uint ( temp 2-component vector of uint)
6830:54          'inF0' ( in 2-component vector of float)
6840:56      bitFieldReverse ( temp 2-component vector of uint)
6850:56        Convert float to uint ( temp 2-component vector of uint)
6860:56          'inF0' ( in 2-component vector of float)
6870:57      Constant:
6880:57        0.000000
6890:59      Branch: Return with expression
6900:?         Constant:
6910:?           1.000000
6920:?           2.000000
6930:63  Function Definition: PixelShaderFunction3(vf3;vf3;vf3;vi3; ( temp 3-component vector of float)
6940:63    Function Parameters:
6950:63      'inF0' ( in 3-component vector of float)
6960:63      'inF1' ( in 3-component vector of float)
6970:63      'inF2' ( in 3-component vector of float)
6980:63      'inI0' ( in 3-component vector of int)
6990:?     Sequence
7000:64      Constant:
7010:64        0.000000
7020:65      bitCount ( temp 3-component vector of uint)
7030:65        Convert float to uint ( temp 3-component vector of uint)
7040:65          'inF0' ( in 3-component vector of float)
7050:66      Constant:
7060:66        0.000000
7070:67      Constant:
7080:67        0.000000
7090:68      Construct vec3 ( temp 3-component vector of float)
7100:68        direct index ( temp float)
7110:68          unpackHalf2x16 ( temp 2-component vector of float)
7120:68            direct index ( temp uint)
7130:68              Convert float to uint ( temp 3-component vector of uint)
7140:68                'inF0' ( in 3-component vector of float)
7150:68              Constant:
7160:68                0 (const int)
7170:68          Constant:
7180:68            0 (const int)
7190:68        direct index ( temp float)
7200:68          unpackHalf2x16 ( temp 2-component vector of float)
7210:68            direct index ( temp uint)
7220:68              Convert float to uint ( temp 3-component vector of uint)
7230:68                'inF0' ( in 3-component vector of float)
7240:68              Constant:
7250:68                1 (const int)
7260:68          Constant:
7270:68            0 (const int)
7280:68        direct index ( temp float)
7290:68          unpackHalf2x16 ( temp 2-component vector of float)
7300:68            direct index ( temp uint)
7310:68              Convert float to uint ( temp 3-component vector of uint)
7320:68                'inF0' ( in 3-component vector of float)
7330:68              Constant:
7340:68                2 (const int)
7350:68          Constant:
7360:68            0 (const int)
7370:69      findMSB ( temp 3-component vector of uint)
7380:69        Convert float to uint ( temp 3-component vector of uint)
7390:69          'inF0' ( in 3-component vector of float)
7400:70      findLSB ( temp 3-component vector of uint)
7410:70        Convert float to uint ( temp 3-component vector of uint)
7420:70          'inF0' ( in 3-component vector of float)
7430:72      bitFieldReverse ( temp 3-component vector of uint)
7440:72        Convert float to uint ( temp 3-component vector of uint)
7450:72          'inF0' ( in 3-component vector of float)
7460:73      Constant:
7470:73        0.000000
7480:76      Branch: Return with expression
7490:?         Constant:
7500:?           1.000000
7510:?           2.000000
7520:?           3.000000
7530:80  Function Definition: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
7540:80    Function Parameters:
7550:80      'inF0' ( in 4-component vector of float)
7560:80      'inF1' ( in 4-component vector of float)
7570:80      'inF2' ( in 4-component vector of float)
7580:80      'inI0' ( in 4-component vector of int)
7590:?     Sequence
7600:81      Constant:
7610:81        0.000000
7620:82      bitCount ( temp 4-component vector of uint)
7630:82        Convert float to uint ( temp 4-component vector of uint)
7640:82          'inF0' ( in 4-component vector of float)
7650:83      cross-product ( temp 3-component vector of float)
7660:83        Construct vec3 ( in 3-component vector of float)
7670:83          'inF0' ( in 4-component vector of float)
7680:83        Construct vec3 ( in 3-component vector of float)
7690:83          'inF1' ( in 4-component vector of float)
7700:84      Constant:
7710:84        0.000000
7720:85      Construct vec4 ( temp 4-component vector of float)
7730:85        direct index ( temp float)
7740:85          unpackHalf2x16 ( temp 2-component vector of float)
7750:85            direct index ( temp uint)
7760:85              Convert float to uint ( temp 4-component vector of uint)
7770:85                'inF0' ( in 4-component vector of float)
7780:85              Constant:
7790:85                0 (const int)
7800:85          Constant:
7810:85            0 (const int)
7820:85        direct index ( temp float)
7830:85          unpackHalf2x16 ( temp 2-component vector of float)
7840:85            direct index ( temp uint)
7850:85              Convert float to uint ( temp 4-component vector of uint)
7860:85                'inF0' ( in 4-component vector of float)
7870:85              Constant:
7880:85                1 (const int)
7890:85          Constant:
7900:85            0 (const int)
7910:85        direct index ( temp float)
7920:85          unpackHalf2x16 ( temp 2-component vector of float)
7930:85            direct index ( temp uint)
7940:85              Convert float to uint ( temp 4-component vector of uint)
7950:85                'inF0' ( in 4-component vector of float)
7960:85              Constant:
7970:85                2 (const int)
7980:85          Constant:
7990:85            0 (const int)
8000:85        direct index ( temp float)
8010:85          unpackHalf2x16 ( temp 2-component vector of float)
8020:85            direct index ( temp uint)
8030:85              Convert float to uint ( temp 4-component vector of uint)
8040:85                'inF0' ( in 4-component vector of float)
8050:85              Constant:
8060:85                3 (const int)
8070:85          Constant:
8080:85            0 (const int)
8090:86      findMSB ( temp 4-component vector of uint)
8100:86        Convert float to uint ( temp 4-component vector of uint)
8110:86          'inF0' ( in 4-component vector of float)
8120:87      findLSB ( temp 4-component vector of uint)
8130:87        Convert float to uint ( temp 4-component vector of uint)
8140:87          'inF0' ( in 4-component vector of float)
8150:89      bitFieldReverse ( temp 4-component vector of uint)
8160:89        Convert float to uint ( temp 4-component vector of uint)
8170:89          'inF0' ( in 4-component vector of float)
8180:90      Constant:
8190:90        0.000000
8200:92      Branch: Return with expression
8210:?         Constant:
8220:?           1.000000
8230:?           2.000000
8240:?           3.000000
8250:?           4.000000
8260:80  Function Definition: PixelShaderFunction( ( temp void)
8270:80    Function Parameters:
8280:?     Sequence
8290:80      move second child to first child ( temp 4-component vector of float)
8300:?         'inF0' ( temp 4-component vector of float)
8310:?         'inF0' (layout( location=0) in 4-component vector of float)
8320:80      move second child to first child ( temp 4-component vector of float)
8330:?         'inF1' ( temp 4-component vector of float)
8340:?         'inF1' (layout( location=1) in 4-component vector of float)
8350:80      move second child to first child ( temp 4-component vector of float)
8360:?         'inF2' ( temp 4-component vector of float)
8370:?         'inF2' (layout( location=2) in 4-component vector of float)
8380:80      move second child to first child ( temp 4-component vector of int)
8390:?         'inI0' ( temp 4-component vector of int)
8400:?         'inI0' (layout( location=3) flat in 4-component vector of int)
8410:80      move second child to first child ( temp 4-component vector of float)
8420:?         '@entryPointOutput' (layout( location=0) out 4-component vector of float)
8430:80        Function Call: @PixelShaderFunction(vf4;vf4;vf4;vi4; ( temp 4-component vector of float)
8440:?           'inF0' ( temp 4-component vector of float)
8450:?           'inF1' ( temp 4-component vector of float)
8460:?           'inF2' ( temp 4-component vector of float)
8470:?           'inI0' ( temp 4-component vector of int)
8480:115  Function Definition: PixelShaderFunction2x2(mf22;mf22;mf22; ( temp 2X2 matrix of float)
8490:115    Function Parameters:
8500:115      'inF0' ( in 2X2 matrix of float)
8510:115      'inF1' ( in 2X2 matrix of float)
8520:115      'inF2' ( in 2X2 matrix of float)
8530:?     Sequence
8540:117      Constant:
8550:117        0.000000
8560:117      Constant:
8570:117        0.000000
8580:117      Constant:
8590:117        0.000000
8600:117      Constant:
8610:117        0.000000
8620:117      Constant:
8630:117        0.000000
8640:117      Constant:
8650:117        0.000000
8660:117      Constant:
8670:117        0.000000
8680:117      Constant:
8690:117        0.000000
8700:117      Constant:
8710:117        0.000000
8720:117      Constant:
8730:117        0.000000
8740:117      Constant:
8750:117        0.000000
8760:117      Constant:
8770:117        0.000000
8780:117      Constant:
8790:117        0.000000
8800:119      Branch: Return with expression
8810:?         Constant:
8820:?           2.000000
8830:?           2.000000
8840:?           2.000000
8850:?           2.000000
8860:123  Function Definition: PixelShaderFunction3x3(mf33;mf33;mf33; ( temp 3X3 matrix of float)
8870:123    Function Parameters:
8880:123      'inF0' ( in 3X3 matrix of float)
8890:123      'inF1' ( in 3X3 matrix of float)
8900:123      'inF2' ( in 3X3 matrix of float)
8910:?     Sequence
8920:125      Constant:
8930:125        0.000000
8940:125      Constant:
8950:125        0.000000
8960:125      Constant:
8970:125        0.000000
8980:125      Constant:
8990:125        0.000000
9000:125      Constant:
9010:125        0.000000
9020:125      Constant:
9030:125        0.000000
9040:125      Constant:
9050:125        0.000000
9060:125      Constant:
9070:125        0.000000
9080:125      Constant:
9090:125        0.000000
9100:125      Constant:
9110:125        0.000000
9120:125      Constant:
9130:125        0.000000
9140:125      Constant:
9150:125        0.000000
9160:125      Constant:
9170:125        0.000000
9180:127      Branch: Return with expression
9190:?         Constant:
9200:?           3.000000
9210:?           3.000000
9220:?           3.000000
9230:?           3.000000
9240:?           3.000000
9250:?           3.000000
9260:?           3.000000
9270:?           3.000000
9280:?           3.000000
9290:131  Function Definition: PixelShaderFunction4x4(mf44;mf44;mf44; ( temp 4X4 matrix of float)
9300:131    Function Parameters:
9310:131      'inF0' ( in 4X4 matrix of float)
9320:131      'inF1' ( in 4X4 matrix of float)
9330:131      'inF2' ( in 4X4 matrix of float)
9340:?     Sequence
9350:133      Constant:
9360:133        0.000000
9370:133      Constant:
9380:133        0.000000
9390:133      Constant:
9400:133        0.000000
9410:133      Constant:
9420:133        0.000000
9430:133      Constant:
9440:133        0.000000
9450:133      Constant:
9460:133        0.000000
9470:133      Constant:
9480:133        0.000000
9490:133      Constant:
9500:133        0.000000
9510:133      Constant:
9520:133        0.000000
9530:133      Constant:
9540:133        0.000000
9550:133      Constant:
9560:133        0.000000
9570:133      Constant:
9580:133        0.000000
9590:133      Constant:
9600:133        0.000000
9610:135      Branch: Return with expression
9620:?         Constant:
9630:?           4.000000
9640:?           4.000000
9650:?           4.000000
9660:?           4.000000
9670:?           4.000000
9680:?           4.000000
9690:?           4.000000
9700:?           4.000000
9710:?           4.000000
9720:?           4.000000
9730:?           4.000000
9740:?           4.000000
9750:?           4.000000
9760:?           4.000000
9770:?           4.000000
9780:?           4.000000
9790:?   Linker Objects
9800:?     '@entryPointOutput' (layout( location=0) out 4-component vector of float)
9810:?     'inF0' (layout( location=0) in 4-component vector of float)
9820:?     'inF1' (layout( location=1) in 4-component vector of float)
9830:?     'inF2' (layout( location=2) in 4-component vector of float)
9840:?     'inI0' (layout( location=3) flat in 4-component vector of int)
985
986SPIR-V is not generated for failed compile or link
987