hlsl.calculatelodunclamped.dx10.frag ERROR: 0:28: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:29: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:30: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:32: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:33: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:34: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:36: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:37: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 0:38: '' : unimplemented: CalculateLevelOfDetailUnclamped ERROR: 9 compilation errors. No code generated. Shader version: 500 gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp float) 0:28 'txval10' ( temp float) 0:28 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:28 Construct combined texture-sampler ( temp sampler1DArray) 0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.100000 0:28 Constant: 0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp float) 0:29 'txval11' ( temp float) 0:29 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:29 Construct combined texture-sampler ( temp isampler1DArray) 0:29 'g_tTex1di4a' ( uniform itexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.200000 0:29 Constant: 0:29 0 (const int) 0:30 Sequence 0:30 move second child to first child ( temp float) 0:30 'txval12' ( temp float) 0:30 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:30 Construct combined texture-sampler ( temp usampler1DArray) 0:30 'g_tTex1du4a' ( uniform utexture1DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.300000 0:30 Constant: 0:30 0 (const int) 0:32 Sequence 0:32 move second child to first child ( temp float) 0:32 'txval20' ( temp float) 0:32 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child ( temp float) 0:33 'txval21' ( temp float) 0:33 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence 0:34 move second child to first child ( temp float) 0:34 'txval22' ( temp float) 0:34 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp float) 0:36 'txval40' ( temp float) 0:36 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:36 Constant: 0:36 0 (const int) 0:37 Sequence 0:37 move second child to first child ( temp float) 0:37 'txval41' ( temp float) 0:37 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:37 Constant: 0:37 0 (const int) 0:38 Sequence 0:38 move second child to first child ( temp float) 0:38 'txval42' ( temp float) 0:38 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:38 Constant: 0:38 0 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: 0:40 1.000000 0:40 1.000000 0:40 1.000000 0:40 1.000000 0:41 move second child to first child ( temp float) 0:41 Depth: direct index for structure ( temp float) 0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression 0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence 0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 move second child to first child ( temp 4-component vector of float) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:24 Color: direct index for structure ( temp 4-component vector of float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child ( temp float) 0:? 'Depth' ( out float FragDepth) 0:24 Depth: direct index for structure ( temp float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:? 'g_tTex1di4a' ( uniform itexture1DArray) 0:? 'g_tTex1du4a' ( uniform utexture1DArray) 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) Linked fragment stage: Shader version: 500 gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:24 Function Definition: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Parameters: 0:? Sequence 0:28 Sequence 0:28 move second child to first child ( temp float) 0:28 'txval10' ( temp float) 0:28 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:28 Construct combined texture-sampler ( temp sampler1DArray) 0:28 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:28 'g_sSamp' (layout( binding=0) uniform sampler) 0:28 Constant: 0:28 0.100000 0:28 Constant: 0:28 0 (const int) 0:29 Sequence 0:29 move second child to first child ( temp float) 0:29 'txval11' ( temp float) 0:29 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:29 Construct combined texture-sampler ( temp isampler1DArray) 0:29 'g_tTex1di4a' ( uniform itexture1DArray) 0:29 'g_sSamp' (layout( binding=0) uniform sampler) 0:29 Constant: 0:29 0.200000 0:29 Constant: 0:29 0 (const int) 0:30 Sequence 0:30 move second child to first child ( temp float) 0:30 'txval12' ( temp float) 0:30 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:30 Construct combined texture-sampler ( temp usampler1DArray) 0:30 'g_tTex1du4a' ( uniform utexture1DArray) 0:30 'g_sSamp' (layout( binding=0) uniform sampler) 0:30 Constant: 0:30 0.300000 0:30 Constant: 0:30 0 (const int) 0:32 Sequence 0:32 move second child to first child ( temp float) 0:32 'txval20' ( temp float) 0:32 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:32 Construct combined texture-sampler ( temp sampler2DArray) 0:32 'g_tTex2df4a' ( uniform texture2DArray) 0:32 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:32 Constant: 0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child ( temp float) 0:33 'txval21' ( temp float) 0:33 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:33 Construct combined texture-sampler ( temp isampler2DArray) 0:33 'g_tTex2di4a' ( uniform itexture2DArray) 0:33 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.300000 0:? 0.400000 0:33 Constant: 0:33 0 (const int) 0:34 Sequence 0:34 move second child to first child ( temp float) 0:34 'txval22' ( temp float) 0:34 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:34 Construct combined texture-sampler ( temp usampler2DArray) 0:34 'g_tTex2du4a' ( uniform utexture2DArray) 0:34 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.500000 0:? 0.600000 0:34 Constant: 0:34 0 (const int) 0:36 Sequence 0:36 move second child to first child ( temp float) 0:36 'txval40' ( temp float) 0:36 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:36 Construct combined texture-sampler ( temp samplerCubeArray) 0:36 'g_tTexcdf4a' ( uniform textureCubeArray) 0:36 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.100000 0:? 0.200000 0:? 0.300000 0:36 Constant: 0:36 0 (const int) 0:37 Sequence 0:37 move second child to first child ( temp float) 0:37 'txval41' ( temp float) 0:37 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:37 Construct combined texture-sampler ( temp isamplerCubeArray) 0:37 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:37 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.400000 0:? 0.500000 0:? 0.600000 0:37 Constant: 0:37 0 (const int) 0:38 Sequence 0:38 move second child to first child ( temp float) 0:38 'txval42' ( temp float) 0:38 direct index ( temp float) 0:? textureQueryLod ( temp float) 0:38 Construct combined texture-sampler ( temp usamplerCubeArray) 0:38 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:38 'g_sSamp' (layout( binding=0) uniform sampler) 0:? Constant: 0:? 0.700000 0:? 0.800000 0:? 0.900000 0:38 Constant: 0:38 0 (const int) 0:40 move second child to first child ( temp 4-component vector of float) 0:40 Color: direct index for structure ( temp 4-component vector of float) 0:40 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:40 Constant: 0:40 0 (const int) 0:40 Constant: 0:40 1.000000 0:40 1.000000 0:40 1.000000 0:40 1.000000 0:41 move second child to first child ( temp float) 0:41 Depth: direct index for structure ( temp float) 0:41 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:41 Constant: 0:41 1 (const int) 0:41 Constant: 0:41 1.000000 0:43 Branch: Return with expression 0:43 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Definition: main( ( temp void) 0:24 Function Parameters: 0:? Sequence 0:24 Sequence 0:24 move second child to first child ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 move second child to first child ( temp 4-component vector of float) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:24 Color: direct index for structure ( temp 4-component vector of float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 0 (const int) 0:24 move second child to first child ( temp float) 0:? 'Depth' ( out float FragDepth) 0:24 Depth: direct index for structure ( temp float) 0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth}) 0:24 Constant: 0:24 1 (const int) 0:? Linker Objects 0:? 'g_sSamp' (layout( binding=0) uniform sampler) 0:? 'g_tTex1df4a' (layout( binding=1) uniform texture1DArray) 0:? 'g_tTex1df4' (layout( binding=0) uniform texture1DArray) 0:? 'g_tTex1di4a' ( uniform itexture1DArray) 0:? 'g_tTex1du4a' ( uniform utexture1DArray) 0:? 'g_tTex2df4a' ( uniform texture2DArray) 0:? 'g_tTex2di4a' ( uniform itexture2DArray) 0:? 'g_tTex2du4a' ( uniform utexture2DArray) 0:? 'g_tTexcdf4a' ( uniform textureCubeArray) 0:? 'g_tTexcdi4a' ( uniform itextureCubeArray) 0:? 'g_tTexcdu4a' ( uniform utextureCubeArray) 0:? 'Color' (layout( location=0) out 4-component vector of float) 0:? 'Depth' ( out float FragDepth) SPIR-V is not generated for failed compile or link