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Commit 2bbd2a3b authored by John Kessenich's avatar John Kessenich
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Add missing tests and test results.

git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@26228 e7fa87d3-cd2b-0410-9028-fcbf551c1848
parent cf0206c3
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130.vert
ERROR: 0:59: 'gl_InstanceID' : undeclared identifier
ERROR: 0:59: '=' : cannot convert from 'float' to 'int'
ERROR: 0:61: 'texelFetch' : no matching overloaded function found
ERROR: 0:61: 'assign' : cannot convert from 'const float' to 'int'
ERROR: 0:75: '##' : token pasting not implemented (internal error)
ERROR: 0:75: '' : syntax error
ERROR: 6 compilation errors. No code generated.
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( (void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child (float)
0:17 'f' (float)
0:17 Constant:
0:17 3.000000
0:18 switch
0:18 condition
0:18 'c' (uniform int)
0:18 body
0:18 Sequence
0:19 case: with expression
0:19 Constant:
0:19 1 (const int)
0:? Sequence
0:20 move second child to first child (float)
0:20 'f' (float)
0:20 sine (float)
0:20 'f' (float)
0:21 Branch: Break
0:22 case: with expression
0:22 Constant:
0:22 2 (const int)
0:? Sequence
0:23 move second child to first child (float)
0:23 'f' (float)
0:23 component-wise multiply (float)
0:23 'f' (float)
0:23 'f' (float)
0:24 default:
0:? Sequence
0:25 move second child to first child (float)
0:25 'f' (float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child (uint)
0:29 'i' (uint)
0:29 direct index (uint)
0:29 Function Call: texture(us21;vf2; (4-component vector of uint)
0:29 'us2D' (uniform usampler2D)
0:29 Convert int to float (2-component vector of float)
0:29 'x' (in 2-component vector of int)
0:29 Constant:
0:29 3 (const int)
0:30 inclusive-or (uint)
0:30 left-shift (uint)
0:30 'i' (uint)
0:30 Constant:
0:30 3 (const uint)
0:30 Constant:
0:30 69 (const uint)
0:33 Sequence
0:33 move second child to first child (3-component vector of float)
0:33 'v11' (3-component vector of float)
0:33 modf (3-component vector of float)
0:33 'modfIn' (3-component vector of float)
0:33 'modfOut' (3-component vector of float)
0:34 Sequence
0:34 move second child to first child (float)
0:34 't' (float)
0:34 trunc (float)
0:34 'f' (float)
0:35 Sequence
0:35 move second child to first child (2-component vector of float)
0:35 'v12' (2-component vector of float)
0:35 round (2-component vector of float)
0:35 'v2a' (in 2-component vector of float)
0:36 Sequence
0:36 move second child to first child (2-component vector of float)
0:36 'v13' (2-component vector of float)
0:36 roundEven (2-component vector of float)
0:36 'v2a' (in 2-component vector of float)
0:37 Sequence
0:37 move second child to first child (2-component vector of bool)
0:37 'b10' (2-component vector of bool)
0:37 isnan (2-component vector of bool)
0:37 'v2a' (in 2-component vector of float)
0:38 Sequence
0:38 move second child to first child (4-component vector of bool)
0:38 'b11' (4-component vector of bool)
0:38 isinf (4-component vector of bool)
0:38 'v4' (uniform 4-component vector of float)
0:40 add (2-component vector of float)
0:40 hyp. sine (float)
0:40 'c1D' (in float)
0:41 vector-scale (2-component vector of float)
0:41 hyp. cosine (float)
0:41 'c1D' (in float)
0:41 hyp. tangent (2-component vector of float)
0:41 'c2D' (in 2-component vector of float)
0:42 add (4-component vector of float)
0:42 arc hyp. sine (4-component vector of float)
0:42 'c4D' (smooth 4-component vector of float)
0:42 arc hyp. cosine (4-component vector of float)
0:42 'c4D' (smooth 4-component vector of float)
0:43 arc hyp. tangent (3-component vector of float)
0:43 'c3D' (in 3-component vector of float)
0:45 Sequence
0:45 move second child to first child (int)
0:45 'id' (int)
0:45 'gl_VertexID' (gl_VertexId int)
0:46 move second child to first child (float)
0:46 direct index (smooth float)
0:46 'gl_ClipDistance' (smooth out implicitly-sized array of float)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:57 Function Definition: foo88( (void)
0:57 Function Parameters:
0:? Sequence
0:61 'id' (int)
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)
0:64 'gl_Color' (in 4-component vector of float)
0:65 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:65 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:65 Constant:
0:65 0 (const int)
0:66 far: direct index for structure (float)
0:66 'gl_DepthRange' (uniform structure{float near, float far, float diff})
0:66 Constant:
0:66 1 (const int)
0:67 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)
0:68 'gl_FogFragCoord' (smooth out float)
0:69 'gl_FrontColor' (smooth out 4-component vector of float)
0:? Linker Objects
0:? 'c' (uniform int)
0:? 'us2D' (uniform usampler2D)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'c1D' (in float)
0:? 'c2D' (in 2-component vector of float)
0:? 'c3D' (in 3-component vector of float)
0:? 'c4D' (smooth 4-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'gl_ClipDistance' (smooth out implicitly-sized array of float)
0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)
0:? 'abc' (int)
0:? 'gl_VertexID' (gl_VertexId int)
Linked vertex stage:
ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred)
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( (void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child (float)
0:17 'f' (float)
0:17 Constant:
0:17 3.000000
0:18 switch
0:18 condition
0:18 'c' (uniform int)
0:18 body
0:18 Sequence
0:19 case: with expression
0:19 Constant:
0:19 1 (const int)
0:? Sequence
0:20 move second child to first child (float)
0:20 'f' (float)
0:20 sine (float)
0:20 'f' (float)
0:21 Branch: Break
0:22 case: with expression
0:22 Constant:
0:22 2 (const int)
0:? Sequence
0:23 move second child to first child (float)
0:23 'f' (float)
0:23 component-wise multiply (float)
0:23 'f' (float)
0:23 'f' (float)
0:24 default:
0:? Sequence
0:25 move second child to first child (float)
0:25 'f' (float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child (uint)
0:29 'i' (uint)
0:29 direct index (uint)
0:29 Function Call: texture(us21;vf2; (4-component vector of uint)
0:29 'us2D' (uniform usampler2D)
0:29 Convert int to float (2-component vector of float)
0:29 'x' (in 2-component vector of int)
0:29 Constant:
0:29 3 (const int)
0:30 inclusive-or (uint)
0:30 left-shift (uint)
0:30 'i' (uint)
0:30 Constant:
0:30 3 (const uint)
0:30 Constant:
0:30 69 (const uint)
0:33 Sequence
0:33 move second child to first child (3-component vector of float)
0:33 'v11' (3-component vector of float)
0:33 modf (3-component vector of float)
0:33 'modfIn' (3-component vector of float)
0:33 'modfOut' (3-component vector of float)
0:34 Sequence
0:34 move second child to first child (float)
0:34 't' (float)
0:34 trunc (float)
0:34 'f' (float)
0:35 Sequence
0:35 move second child to first child (2-component vector of float)
0:35 'v12' (2-component vector of float)
0:35 round (2-component vector of float)
0:35 'v2a' (in 2-component vector of float)
0:36 Sequence
0:36 move second child to first child (2-component vector of float)
0:36 'v13' (2-component vector of float)
0:36 roundEven (2-component vector of float)
0:36 'v2a' (in 2-component vector of float)
0:37 Sequence
0:37 move second child to first child (2-component vector of bool)
0:37 'b10' (2-component vector of bool)
0:37 isnan (2-component vector of bool)
0:37 'v2a' (in 2-component vector of float)
0:38 Sequence
0:38 move second child to first child (4-component vector of bool)
0:38 'b11' (4-component vector of bool)
0:38 isinf (4-component vector of bool)
0:38 'v4' (uniform 4-component vector of float)
0:40 add (2-component vector of float)
0:40 hyp. sine (float)
0:40 'c1D' (in float)
0:41 vector-scale (2-component vector of float)
0:41 hyp. cosine (float)
0:41 'c1D' (in float)
0:41 hyp. tangent (2-component vector of float)
0:41 'c2D' (in 2-component vector of float)
0:42 add (4-component vector of float)
0:42 arc hyp. sine (4-component vector of float)
0:42 'c4D' (smooth 4-component vector of float)
0:42 arc hyp. cosine (4-component vector of float)
0:42 'c4D' (smooth 4-component vector of float)
0:43 arc hyp. tangent (3-component vector of float)
0:43 'c3D' (in 3-component vector of float)
0:45 Sequence
0:45 move second child to first child (int)
0:45 'id' (int)
0:45 'gl_VertexID' (gl_VertexId int)
0:46 move second child to first child (float)
0:46 direct index (smooth float)
0:46 'gl_ClipDistance' (smooth out 2-element array of float)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:57 Function Definition: foo88( (void)
0:57 Function Parameters:
0:? Sequence
0:61 'id' (int)
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)
0:64 'gl_Color' (in 4-component vector of float)
0:65 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:65 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:65 Constant:
0:65 0 (const int)
0:66 far: direct index for structure (float)
0:66 'gl_DepthRange' (uniform structure{float near, float far, float diff})
0:66 Constant:
0:66 1 (const int)
0:67 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)
0:68 'gl_FogFragCoord' (smooth out float)
0:69 'gl_FrontColor' (smooth out 4-component vector of float)
0:? Linker Objects
0:? 'c' (uniform int)
0:? 'us2D' (uniform usampler2D)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'c1D' (in float)
0:? 'c2D' (in 2-component vector of float)
0:? 'c3D' (in 3-component vector of float)
0:? 'c4D' (smooth 4-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'gl_ClipDistance' (smooth out 2-element array of float)
0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)
0:? 'abc' (int)
0:? 'gl_VertexID' (gl_VertexId int)
140.vert
Shader version: 140
0:? Sequence
0:9 Function Definition: main( (void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child (int)
0:11 'id' (int)
0:11 'gl_InstanceID' (gl_InstanceId int)
0:12 add second child into first child (int)
0:12 'id' (int)
0:12 anonMem: direct index for structure (layout(column_major std140 offset=0 ) uniform int)
0:12 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem})
0:12 Constant:
0:12 0 (const uint)
0:13 add second child into first child (int)
0:13 'id' (int)
0:13 direct index (int)
0:13 Function Call: texelFetch(isB1;i1; (4-component vector of int)
0:13 'sbuf' (uniform isamplerBuffer)
0:13 Constant:
0:13 8 (const int)
0:13 Constant:
0:13 3 (const int)
0:14 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)
0:15 'gl_Color' (in 4-component vector of float)
0:16 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:16 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:16 Constant:
0:16 0 (const int)
0:17 far: direct index for structure (float)
0:17 'gl_DepthRange' (uniform structure{float near, float far, float diff})
0:17 Constant:
0:17 1 (const int)
0:18 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)
0:19 'gl_FogFragCoord' (smooth out float)
0:20 'gl_FrontColor' (smooth out 4-component vector of float)
0:? Linker Objects
0:? 'sbuf' (uniform isamplerBuffer)
0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem})
0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float)
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
Linked vertex stage:
Shader version: 140
0:? Sequence
0:9 Function Definition: main( (void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child (int)
0:11 'id' (int)
0:11 'gl_InstanceID' (gl_InstanceId int)
0:12 add second child into first child (int)
0:12 'id' (int)
0:12 anonMem: direct index for structure (layout(column_major std140 offset=0 ) uniform int)
0:12 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem})
0:12 Constant:
0:12 0 (const uint)
0:13 add second child into first child (int)
0:13 'id' (int)
0:13 direct index (int)
0:13 Function Call: texelFetch(isB1;i1; (4-component vector of int)
0:13 'sbuf' (uniform isamplerBuffer)
0:13 Constant:
0:13 8 (const int)
0:13 Constant:
0:13 3 (const int)
0:14 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float)
0:15 'gl_Color' (in 4-component vector of float)
0:16 direct index (structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:16 'gl_LightSource' (uniform 32-element array of structure{4-component vector of float ambient, 4-component vector of float diffuse, 4-component vector of float specular, 4-component vector of float position, 4-component vector of float halfVector, 3-component vector of float spotDirection, float spotExponent, float spotCutoff, float spotCosCutoff, float constantAttenuation, float linearAttenuation, float quadraticAttenuation})
0:16 Constant:
0:16 0 (const int)
0:17 far: direct index for structure (float)
0:17 'gl_DepthRange' (uniform structure{float near, float far, float diff})
0:17 Constant:
0:17 1 (const int)
0:18 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)
0:19 'gl_FogFragCoord' (smooth out float)
0:20 'gl_FrontColor' (smooth out 4-component vector of float)
0:? Linker Objects
0:? 'sbuf' (uniform isamplerBuffer)
0:? 'anon@0' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform int anonMem})
0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float)
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
400.tesc
Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4)
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4)
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4)
ERROR: 0:10: 'patch' : can only use on output in tessellation-control shader
ERROR: 0:39: 'vertices' : can only apply to 'out'
ERROR: 0:40: 'vertices' : cannot change previously set layout value
ERROR: 0:44: '[' : array index out of range '4'
ERROR: 7 compilation errors. No code generated.
vertices = 4
ERROR: node is still EOpNull!
0:13 Function Definition: main( (void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier (void)
0:17 Sequence
0:17 move second child to first child (int)
0:17 'a' (int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child (4-component vector of float)
0:23 'p' (4-component vector of float)
0:23 gl_Position: direct index for structure (4-component vector of float)
0:23 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:23 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 0 (const int)
0:24 Sequence
0:24 move second child to first child (float)
0:24 'ps' (float)
0:24 gl_PointSize: direct index for structure (float)
0:24 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:24 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 1 (const int)
0:25 Sequence
0:25 move second child to first child (float)
0:25 'cd' (float)
0:25 direct index (float)
0:25 gl_ClipDistance: direct index for structure (unsized array of float)
0:25 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:25 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 2 (const int)
0:25 Constant:
0:25 2 (const int)
0:27 Sequence
0:27 move second child to first child (int)
0:27 'pvi' (int)
0:27 'gl_PatchVerticesIn' (in int)
0:28 Sequence
0:28 move second child to first child (int)
0:28 'pid' (int)
0:28 'gl_PrimitiveID' (in int)
0:29 Sequence
0:29 move second child to first child (int)
0:29 'iid' (int)
0:29 'gl_InvocationID' (in int)
0:31 move second child to first child (4-component vector of float)
0:31 gl_Position: direct index for structure (4-component vector of float)
0:31 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:31 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:31 Constant:
0:31 1 (const int)
0:31 Constant:
0:31 0 (const int)
0:31 'p' (4-component vector of float)
0:32 move second child to first child (float)
0:32 gl_PointSize: direct index for structure (float)
0:32 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:32 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' (float)
0:33 move second child to first child (float)
0:33 direct index (float)
0:33 gl_ClipDistance: direct index for structure (unsized array of float)
0:33 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:33 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:33 'cd' (float)
0:35 move second child to first child (float)
0:35 direct index (patch float)
0:35 'gl_TessLevelOuter' (patch out 4-element array of float)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child (float)
0:36 direct index (patch float)
0:36 'gl_TessLevelInner' (patch out 2-element array of float)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:42 Function Definition: foo( (void)
0:42 Function Parameters:
0:44 Sequence
0:44 gl_PointSize: direct index for structure (float)
0:44 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:44 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:44 Constant:
0:44 4 (const int)
0:44 Constant:
0:44 1 (const int)
0:? Linker Objects
0:? 'outa' (4-element array of int)
0:? 'patchIn' (patch in 4-component vector of float)
0:? 'patchOut' (patch out 4-component vector of float)
0:? 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
Linked tessellation control stage:
vertices = 4
400.tese
Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.
ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:5: 'triangles' : cannot change previously set input primitive
ERROR: 0:6: 'isolines' : cannot change previously set input primitive
ERROR: 0:8: 'ccw' : cannot change previously set vertex order
ERROR: 0:12: 'equal_spacing' : cannot change previously set vertex spacing
ERROR: 0:13: 'fractional_even_spacing' : cannot change previously set vertex spacing
ERROR: 0:18: 'patch' : can only use on input in tessellation-evaluation shader
ERROR: 0:22: 'barrier' : no matching overloaded function found
ERROR: 0:47: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:48: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:49: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:50: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:54: 'gl_PerVertex' : block already declared with size, can't redeclare as unsized
ERROR: 0:59: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 0:64: 'quads' : cannot apply to 'out'
ERROR: 0:64: 'cw' : can only apply to 'in'
ERROR: 0:65: 'triangles' : cannot apply to 'out'
ERROR: 0:66: 'isolines' : cannot apply to 'out'
ERROR: 0:67: 'cw' : can only apply to 'in'
ERROR: 0:68: 'fractional_odd_spacing' : can only apply to 'in'
ERROR: 0:69: 'equal_spacing' : can only apply to 'in'
ERROR: 0:70: 'fractional_even_spacing' : can only apply to 'in'
ERROR: 0:71: 'point_mode' : can only apply to 'in'
ERROR: 23 compilation errors. No code generated.
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:20 Function Definition: main( (void)
0:20 Function Parameters:
0:22 Sequence
0:22 Constant:
0:22 0.000000
0:24 Sequence
0:24 move second child to first child (int)
0:24 'a' (int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child (4-component vector of float)
0:32 'p' (4-component vector of float)
0:32 gl_Position: direct index for structure (4-component vector of float)
0:32 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:32 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child (float)
0:33 'ps' (float)
0:33 gl_PointSize: direct index for structure (float)
0:33 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:33 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
0:34 move second child to first child (float)
0:34 'cd' (float)
0:34 direct index (float)
0:34 gl_ClipDistance: direct index for structure (unsized array of float)
0:34 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:34 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 2 (const int)
0:34 Constant:
0:34 2 (const int)
0:36 Sequence
0:36 move second child to first child (int)
0:36 'pvi' (int)
0:36 'gl_PatchVerticesIn' (in int)
0:37 Sequence
0:37 move second child to first child (int)
0:37 'pid' (int)
0:37 'gl_PrimitiveID' (in int)
0:38 Sequence
0:38 move second child to first child (3-component vector of float)
0:38 'tc' (3-component vector of float)
0:38 'gl_TessCoord' (in 3-component vector of float)
0:39 Sequence
0:39 move second child to first child (float)
0:39 'tlo' (float)
0:39 direct index (patch float)
0:39 'gl_TessLevelOuter' (patch in 4-element array of float)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child (float)
0:40 'tli' (float)
0:40 direct index (patch float)
0:40 'gl_TessLevelInner' (patch in 2-element array of float)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child (4-component vector of float)
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)
0:42 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' (4-component vector of float)
0:43 move second child to first child (float)
0:43 gl_PointSize: direct index for structure (gl_PointSize float)
0:43 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' (float)
0:44 move second child to first child (float)
0:44 direct index (float)
0:44 gl_ClipDistance: direct index for structure (unsized array of float)
0:44 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 'cd' (float)
0:? Linker Objects
0:? 'patchIn' (patch in 4-component vector of float)
0:? 'patchOut' (patch out 4-component vector of float)
0:? 'badp1' (smooth patch in 4-component vector of float)
0:? 'badp2' (flat patch in 4-component vector of float)
0:? 'badp3' (noperspective patch in 4-component vector of float)
0:? 'badp4' (patch sample in 3-component vector of float)
0:? 'gl_in' (in 32-element array of block{gl_ClipDistance})
Linked tessellation evaluation stage:
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
410.tesc
Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.
ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier
ERROR: 1 compilation errors. No code generated.
vertices = 0
ERROR: node is still EOpNull!
0:8 Function Definition: main( (void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'outa' (1-element array of int)
0:? 'patchOut' (patch out 4-component vector of float)
Linked tessellation control stage:
ERROR: Linking tessellation control stage: At least one shader must specify an output layout(vertices=...)
vertices = 0
420.tesc
Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.
ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out
ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a
ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb
ERROR: 0:26: 'gl_PointSize' : no such field in structure
ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{gl_Position}'
ERROR: 0:29: 'out' : type must be an array: outf
ERROR: 6 compilation errors. No code generated.
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( (void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child (4-component vector of float)
0:17 'p' (4-component vector of float)
0:17 gl_Position: direct index for structure (4-component vector of float)
0:17 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:17 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:17 Constant:
0:17 1 (const int)
0:17 Constant:
0:17 0 (const int)
0:18 Sequence
0:18 move second child to first child (float)
0:18 'ps' (float)
0:18 gl_PointSize: direct index for structure (float)
0:18 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:18 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:18 Constant:
0:18 1 (const int)
0:18 Constant:
0:18 1 (const int)
0:19 Sequence
0:19 move second child to first child (float)
0:19 'cd' (float)
0:19 direct index (float)
0:19 gl_ClipDistance: direct index for structure (unsized array of float)
0:19 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
0:19 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 2 (const int)
0:19 Constant:
0:19 2 (const int)
0:21 Sequence
0:21 move second child to first child (int)
0:21 'pvi' (int)
0:21 'gl_PatchVerticesIn' (in int)
0:22 Sequence
0:22 move second child to first child (int)
0:22 'pid' (int)
0:22 'gl_PrimitiveID' (in int)
0:23 Sequence
0:23 move second child to first child (int)
0:23 'iid' (int)
0:23 'gl_InvocationID' (in int)
0:25 move second child to first child (4-component vector of float)
0:25 gl_Position: direct index for structure (4-component vector of float)
0:25 direct index (block{gl_Position})
0:25 'gl_out' (out 3-element array of block{gl_Position})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 0 (const int)
0:25 'p' (4-component vector of float)
0:26 direct index (block{gl_Position})
0:26 'gl_out' (out 3-element array of block{gl_Position})
0:26 Constant:
0:26 1 (const int)
0:? Linker Objects
0:? 'gl_out' (out 3-element array of block{gl_Position})
0:? 'a' (out 3-element array of int)
0:? 'outb' (out 5-element array of int)
0:? 'outc' (out 4-element array of int)
0:? 'outf' (out float)
Linked tessellation control stage:
vertices = 4
420.tese
Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.
ERROR: 0:7: '=' : cannot convert from '3-element array of float' to '2-element array of float'
ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): 2-component vector of float
ERROR: 0:9: 'initializer list' : wrong number of matrix columns: 3X3 matrix of float
ERROR: 0:10: 'initializer list' : wrong number of matrix columns: 2X2 matrix of float
ERROR: 0:25: 'initializer list' : wrong number of structure members
ERROR: 0:27: '=' : cannot convert from 'const bool' to 'int'
ERROR: 0:28: 'constructor' : cannot convert parameter 2 from 'const float' to '4-component vector of float'
ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix of float' to 'const 4-component vector of float'
ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments
ERROR: 0:29: '=' : cannot convert from 'const float' to '2-element array of 4-component vector of float'
ERROR: 0:30: 'initializer list' : wrong number of matrix columns: 4X2 matrix of float
ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{s,t}'
ERROR: 0:58: 'initializer list' : wrong number of structure members
ERROR: 13 compilation errors. No code generated.
input primitive = none
vertex spacing = none
triangle order = none
ERROR: node is still EOpNull!
0:4 Sequence
0:4 move second child to first child (2X2 matrix of float)
0:4 'b' (2X2 matrix of float)
0:4 Constant:
0:4 1.000000
0:4 0.000000
0:4 0.000000
0:4 1.000000
0:15 Sequence
0:15 move second child to first child (structure{a,b})
0:15 'e' (structure{a,b})
0:15 Constant:
0:15 1.200000
0:15 2 (const int)
0:20 Sequence
0:20 move second child to first child (structure{a,b})
0:20 'e2' (structure{a,b})
0:20 Constant:
0:20 1.000000
0:20 3 (const int)
0:42 Sequence
0:42 move second child to first child (5-element array of float)
0:42 'b5' (5-element array of float)
0:42 Constant:
0:42 3.400000
0:42 4.200000
0:42 5.000000
0:42 5.200000
0:42 1.100000
0:67 Sequence
0:67 move second child to first child (3-component vector of float)
0:67 'av3' (3-component vector of float)
0:67 Construct vec3 (3-component vector of float)
0:67 'vc1' (float)
0:67 'vc2' (float)
0:67 'vc3' (float)
0:68 Sequence
0:68 move second child to first child (3-component vector of float)
0:68 'bv3' (3-component vector of float)
0:68 Construct vec3 (3-component vector of float)
0:68 'vc1' (float)
0:68 'vc2' (float)
0:68 'vc3' (float)
0:70 Function Definition: main( (void)
0:70 Function Parameters:
0:72 Sequence
0:72 MemoryBarrier (void)
0:74 Test condition and select (void)
0:74 Condition
0:74 Compare Equal (bool)
0:74 Constant:
0:74 1 (const uint)
0:74 2 (const uint)
0:74 3.000000
0:74 4.000000
0:74 0.000000
0:74 0.000000
0:74 0.000000
0:74 4.000000
0:74 0.000000
0:74 5.000000
0:74 6.000000
0:74 0.000000
0:74 0.000000
0:74 0.000000
0:74 6.000000
0:74 0.000000
0:74 'curlybad1' (structure{uv2,s})
0:74 true case is null
0:76 Test condition and select (void)
0:76 Condition
0:76 Constant:
0:76 true (const bool)
0:76 true case is null
0:? Linker Objects
0:? 'a' (const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'b' (2X2 matrix of float)
0:? 'c' (const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'a2' (2-element array of float)
0:? 'b2' (2-component vector of float)
0:? 'c2' (3X3 matrix of float)
0:? 'd' (2X2 matrix of float)
0:? 'e' (structure{a,b})
0:? 'e2' (structure{a,b})
0:? 'e3' (structure{a,b})
0:? 'a3' (int)
0:? 'b3' (2-element array of 4-component vector of float)
0:? 'b4' (2-element array of 4-component vector of float)
0:? 'c3' (4X2 matrix of float)
0:? 'd2' (unsized array of structure{s,t})
0:? 'b5' (5-element array of float)
0:? 'constructed' (const structure{uv2,s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'curlybad1' (structure{uv2,s})
0:? 'curlyInit' (const structure{uv2,s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'vc1' (float)
0:? 'vc2' (float)
0:? 'vc3' (float)
0:? 'av3' (3-component vector of float)
0:? 'bv3' (3-component vector of float)
Linked tessellation evaluation stage:
ERROR: Linking tessellation evaluation stage: At least one shader must specify an input layout primitive
input primitive = none
vertex spacing = equal_spacing
triangle order = ccw
......@@ -58,6 +58,11 @@ lineContinuation100.vert
lineContinuation.vert
numeral.frag
400.geom
400.tesc
400.tese
410.tesc
420.tesc
420.tese
410.geom
430.vert
430.comp
......
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