hlsl.getsampleposition.dx10.frag
ERROR: 0:16: '' : unimplemented: GetSamplePosition 
ERROR: 0:17: '' : unimplemented: GetSamplePosition 
ERROR: 2 compilation errors.  No code generated.


Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13  Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13    Function Parameters: 
0:?     Sequence
0:16      Sequence
0:16        move second child to first child (temp 2-component vector of float)
0:16          'r00' (temp 2-component vector of float)
0:16          ERROR: Bad aggregation op
 (temp 2-component vector of float)
0:16            'g_tTex2dmsf4' (uniform texture2DMS)
0:16            Constant:
0:16              1 (const int)
0:17      Sequence
0:17        move second child to first child (temp 2-component vector of float)
0:17          'r01' (temp 2-component vector of float)
0:17          ERROR: Bad aggregation op
 (temp 2-component vector of float)
0:17            'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:17            Constant:
0:17              2 (const int)
0:19      move second child to first child (temp 4-component vector of float)
0:19        Color: direct index for structure (temp 4-component vector of float)
0:19          'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:19          Constant:
0:19            0 (const int)
0:19        Constant:
0:19          1.000000
0:19          1.000000
0:19          1.000000
0:19          1.000000
0:20      move second child to first child (temp float)
0:20        Depth: direct index for structure (temp float)
0:20          'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20          Constant:
0:20            1 (const int)
0:20        Constant:
0:20          1.000000
0:22      Sequence
0:22        Sequence
0:22          move second child to first child (temp 4-component vector of float)
0:?             'Color' (layout(location=0 ) out 4-component vector of float)
0:22            Color: direct index for structure (temp 4-component vector of float)
0:22              'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22              Constant:
0:22                0 (const int)
0:22          move second child to first child (temp float)
0:?             'Depth' (out float FragDepth)
0:22            Depth: direct index for structure (temp float)
0:22              'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22              Constant:
0:22                1 (const int)
0:22        Branch: Return
0:?   Linker Objects
0:?     'Color' (layout(location=0 ) out 4-component vector of float)
0:?     'Depth' (out float FragDepth)
0:?     'g_sSamp' (layout(binding=0 ) uniform sampler)
0:?     'g_tTex2dmsf4' (uniform texture2DMS)
0:?     'g_tTex2dmsf4a' (uniform texture2DMSArray)


Linked fragment stage:


Shader version: 450
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:13  Function Definition: main( (temp structure{temp 4-component vector of float Color, temp float Depth})
0:13    Function Parameters: 
0:?     Sequence
0:16      Sequence
0:16        move second child to first child (temp 2-component vector of float)
0:16          'r00' (temp 2-component vector of float)
0:16          ERROR: Bad aggregation op
 (temp 2-component vector of float)
0:16            'g_tTex2dmsf4' (uniform texture2DMS)
0:16            Constant:
0:16              1 (const int)
0:17      Sequence
0:17        move second child to first child (temp 2-component vector of float)
0:17          'r01' (temp 2-component vector of float)
0:17          ERROR: Bad aggregation op
 (temp 2-component vector of float)
0:17            'g_tTex2dmsf4a' (uniform texture2DMSArray)
0:17            Constant:
0:17              2 (const int)
0:19      move second child to first child (temp 4-component vector of float)
0:19        Color: direct index for structure (temp 4-component vector of float)
0:19          'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:19          Constant:
0:19            0 (const int)
0:19        Constant:
0:19          1.000000
0:19          1.000000
0:19          1.000000
0:19          1.000000
0:20      move second child to first child (temp float)
0:20        Depth: direct index for structure (temp float)
0:20          'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:20          Constant:
0:20            1 (const int)
0:20        Constant:
0:20          1.000000
0:22      Sequence
0:22        Sequence
0:22          move second child to first child (temp 4-component vector of float)
0:?             'Color' (layout(location=0 ) out 4-component vector of float)
0:22            Color: direct index for structure (temp 4-component vector of float)
0:22              'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22              Constant:
0:22                0 (const int)
0:22          move second child to first child (temp float)
0:?             'Depth' (out float FragDepth)
0:22            Depth: direct index for structure (temp float)
0:22              'psout' (temp structure{temp 4-component vector of float Color, temp float Depth})
0:22              Constant:
0:22                1 (const int)
0:22        Branch: Return
0:?   Linker Objects
0:?     'Color' (layout(location=0 ) out 4-component vector of float)
0:?     'Depth' (out float FragDepth)
0:?     'g_sSamp' (layout(binding=0 ) uniform sampler)
0:?     'g_tTex2dmsf4' (uniform texture2DMS)
0:?     'g_tTex2dmsf4a' (uniform texture2DMSArray)

SPIR-V is not generated for failed compile or link
