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Test/baseResults/hlsl.numericsuffixes.negative.frag.out
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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. | ||
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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) | ||
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Linked fragment stage: | ||
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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) | ||
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SPIR-V is not generated for failed compile or link |
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Original file line number | Diff line number | Diff line change |
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struct PS_OUTPUT { float4 color : SV_Target0; }; | ||
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PS_OUTPUT main() | ||
{ | ||
// Test numeric suffixes | ||
uint r01 = 0bERROR321u; // Bad digit | ||
uint r02 = 0b11111111111111111111111111111111111111111111111111111111111111111u; // To big | ||
uint r03 = 0xTESTu // Bad digit | ||
uint r04 = 0xFFFFFFFFFFFFFFFFFFu; // To big | ||
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PS_OUTPUT ps_output; | ||
ps_output.color = r01; | ||
return ps_output; | ||
} |
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