fix error message for hlslGrammar::acceptConstructor

Fix the error message for when an erroneous HLSL constructor statement
is detected.

Prior to this change, such error messages would not show correct file
path and line number information.

Additionally, update test data to account for updated error messages.
This commit is contained in:
tgfrerer 2021-05-11 09:42:11 +01:00
parent 9431c53c84
commit adfa0938a2
No known key found for this signature in database
GPG key ID: D0BE741EA45EF9E7
117 changed files with 6243 additions and 6243 deletions

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@ -14,9 +14,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:42 Constant:
0:42 0.100000
0:42 0.200000
0:42 Constant:
0:42 0.750000
0:42 Constant:
@ -29,9 +29,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:43 Constant:
0:43 0.100000
0:43 0.200000
0:43 Constant:
0:43 0.750000
0:43 Constant:
@ -44,9 +44,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:44 Constant:
0:44 0.100000
0:44 0.200000
0:44 Constant:
0:44 0.750000
0:44 Constant:
@ -59,15 +59,15 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:47 Constant:
0:47 0.100000
0:47 0.200000
0:47 0.300000
0:47 Constant:
0:47 0.750000
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:47 Constant:
0:47 2 (const int)
0:47 3 (const int)
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float)
@ -76,15 +76,15 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:48 Constant:
0:48 0.100000
0:48 0.200000
0:48 0.300000
0:48 Constant:
0:48 0.750000
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:48 Constant:
0:48 2 (const int)
0:48 3 (const int)
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float)
@ -93,15 +93,15 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:49 Constant:
0:49 0.100000
0:49 0.200000
0:49 0.300000
0:49 Constant:
0:49 0.750000
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:49 Constant:
0:49 2 (const int)
0:49 3 (const int)
0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
@ -185,9 +185,9 @@ using depth_any
0:42 'g_tTex1df4a' ( uniform texture1DArrayShadow)
0:42 'g_sSamp' (layout( binding=0) uniform sampler)
0:42 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:42 Constant:
0:42 0.100000
0:42 0.200000
0:42 Constant:
0:42 0.750000
0:42 Constant:
@ -200,9 +200,9 @@ using depth_any
0:43 'g_tTex1di4a' ( uniform itexture1DArrayShadow)
0:43 'g_sSamp' (layout( binding=0) uniform sampler)
0:43 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:43 Constant:
0:43 0.100000
0:43 0.200000
0:43 Constant:
0:43 0.750000
0:43 Constant:
@ -215,9 +215,9 @@ using depth_any
0:44 'g_tTex1du4a' ( uniform utexture1DArrayShadow)
0:44 'g_sSamp' (layout( binding=0) uniform sampler)
0:44 Construct vec3 ( temp 3-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:44 Constant:
0:44 0.100000
0:44 0.200000
0:44 Constant:
0:44 0.750000
0:44 Constant:
@ -230,15 +230,15 @@ using depth_any
0:47 'g_tTex2df4a' ( uniform texture2DArrayShadow)
0:47 'g_sSamp' (layout( binding=0) uniform sampler)
0:47 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:47 Constant:
0:47 0.100000
0:47 0.200000
0:47 0.300000
0:47 Constant:
0:47 0.750000
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:47 Constant:
0:47 2 (const int)
0:47 3 (const int)
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'r33' ( temp float)
@ -247,15 +247,15 @@ using depth_any
0:48 'g_tTex2di4a' ( uniform itexture2DArrayShadow)
0:48 'g_sSamp' (layout( binding=0) uniform sampler)
0:48 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:48 Constant:
0:48 0.100000
0:48 0.200000
0:48 0.300000
0:48 Constant:
0:48 0.750000
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:48 Constant:
0:48 2 (const int)
0:48 3 (const int)
0:49 Sequence
0:49 move second child to first child ( temp float)
0:49 'r35' ( temp float)
@ -264,15 +264,15 @@ using depth_any
0:49 'g_tTex2du4a' ( uniform utexture2DArrayShadow)
0:49 'g_sSamp' (layout( binding=0) uniform sampler)
0:49 Construct vec4 ( temp 4-component vector of float)
0:? Constant:
0:? 0.100000
0:? 0.200000
0:? 0.300000
0:49 Constant:
0:49 0.100000
0:49 0.200000
0:49 0.300000
0:49 Constant:
0:49 0.750000
0:? Constant:
0:? 2 (const int)
0:? 3 (const int)
0:49 Constant:
0:49 2 (const int)
0:49 3 (const int)
0:63 move second child to first child ( temp 4-component vector of float)
0:63 Color: direct index for structure ( temp 4-component vector of float)
0:63 'psout' ( temp structure{ temp 4-component vector of float Color, temp float Depth})