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1link.vk.pcNamingInvalid.0.0.vert
2Shader version: 450
30:? Sequence
40:16  Function Definition: main( ( global void)
50:16    Function Parameters:
60:18    Sequence
70:18      move second child to first child ( temp highp 4-component vector of float)
80:18        'oColor' ( smooth out highp 4-component vector of float)
90:18        component-wise multiply ( temp highp 4-component vector of float)
100:18          color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
110:18            'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
120:18            Constant:
130:18              2 (const int)
140:18          Function Call: getColor2( ( global highp 4-component vector of float)
150:20      move second child to first child ( temp highp 4-component vector of float)
160:20        gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
170:20          'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance,  out unsized 1-element array of float CullDistance gl_CullDistance})
180:20          Constant:
190:20            0 (const uint)
200:20        matrix-times-vector ( temp highp 4-component vector of float)
210:20          uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
220:20            'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
230:20            Constant:
240:20              1 (const int)
250:20          Function Call: getWorld( ( global highp 4-component vector of float)
260:?   Linker Objects
270:?     'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
280:?     'oColor' ( smooth out highp 4-component vector of float)
290:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 1-element array of float ClipDistance gl_ClipDistance,  out unsized 1-element array of float CullDistance gl_CullDistance})
30
31link.vk.pcNamingInvalid.0.1.vert
32Shader version: 450
330:? Sequence
340:13  Function Definition: getColor2( ( global highp 4-component vector of float)
350:13    Function Parameters:
360:15    Sequence
370:15      Branch: Return with expression
380:15        color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
390:15          'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
400:15          Constant:
410:15            3 (const int)
420:18  Function Definition: getWorld( ( global highp 4-component vector of float)
430:18    Function Parameters:
440:20    Sequence
450:20      Branch: Return with expression
460:20        matrix-times-vector ( temp highp 4-component vector of float)
470:20          uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
480:20            'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
490:20            Constant:
500:20              0 (const int)
510:20          'P' ( in highp 4-component vector of float)
520:?   Linker Objects
530:?     'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
540:?     'P' ( in highp 4-component vector of float)
55
56
57Linked vertex stage:
58
59ERROR: Linking vertex stage: Only one push_constant block is allowed per stage
60
61Shader version: 450
620:? Sequence
630:16  Function Definition: main( ( global void)
640:16    Function Parameters:
650:18    Sequence
660:18      move second child to first child ( temp highp 4-component vector of float)
670:18        'oColor' ( smooth out highp 4-component vector of float)
680:18        component-wise multiply ( temp highp 4-component vector of float)
690:18          color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
700:18            'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
710:18            Constant:
720:18              2 (const int)
730:18          Function Call: getColor2( ( global highp 4-component vector of float)
740:20      move second child to first child ( temp highp 4-component vector of float)
750:20        gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
760:20          'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance,  out 1-element array of float CullDistance gl_CullDistance})
770:20          Constant:
780:20            0 (const uint)
790:20        matrix-times-vector ( temp highp 4-component vector of float)
800:20          uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
810:20            'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
820:20            Constant:
830:20              1 (const int)
840:20          Function Call: getWorld( ( global highp 4-component vector of float)
850:13  Function Definition: getColor2( ( global highp 4-component vector of float)
860:13    Function Parameters:
870:15    Sequence
880:15      Branch: Return with expression
890:15        color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
900:15          'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
910:15          Constant:
920:15            3 (const int)
930:18  Function Definition: getWorld( ( global highp 4-component vector of float)
940:18    Function Parameters:
950:20    Sequence
960:20      Branch: Return with expression
970:20        matrix-times-vector ( temp highp 4-component vector of float)
980:20          uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
990:20            'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
1000:20            Constant:
1010:20              0 (const int)
1020:20          'P' ( in highp 4-component vector of float)
1030:?   Linker Objects
1040:?     'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
1050:?     'oColor' ( smooth out highp 4-component vector of float)
1060:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 1-element array of float ClipDistance gl_ClipDistance,  out 1-element array of float CullDistance gl_CullDistance})
1070:?     'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
1080:?     'P' ( in highp 4-component vector of float)
109
110Validation failed
111SPIR-V is not generated for failed compile or link
112