(glslang) Buildfix #1

This commit is contained in:
twinaphex 2018-06-20 10:22:08 +02:00
parent c15950a80c
commit abf7bf877e
2775 changed files with 298765 additions and 298761 deletions

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@ -1385,6 +1385,10 @@ ifeq ($(HAVE_GLSLANG), 1)
-I$(DEPS_DIR)/glslang/glslang/SPIRV \
-I$(DEPS_DIR)/glslang
ifneq ($(findstring Win32,$(OS)),)
DEFINES += -DENABLE_HLSL
endif
GLSLANG_SOURCES := \
$(wildcard $(DEPS_DIR)/glslang/*.cpp) \
$(wildcard $(DEPS_DIR)/glslang/glslang/SPIRV/*.cpp) \

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@ -1,90 +0,0 @@
# Windows Build Configuration for AppVeyor
# http://www.appveyor.com/docs/appveyor-yml
# build version format
version: "{build}"
os: Visual Studio 2013
platform:
- x64
configuration:
- Debug
- Release
branches:
only:
- master
# Travis advances the master-tot tag to current top of the tree after
# each push into the master branch, because it relies on that tag to
# upload build artifacts to the master-tot release. This will cause
# double testing for each push on Appveyor: one for the push, one for
# the tag advance. Disable testing tags.
skip_tags: true
clone_depth: 5
matrix:
fast_finish: true # Show final status immediately if a test fails.
# scripts that run after cloning repository
install:
- git clone https://github.com/google/googletest.git External/googletest
- C:/Python27/python.exe update_glslang_sources.py
build:
parallel: true # enable MSBuild parallel builds
verbosity: minimal
build_script:
- mkdir build && cd build
- cmake .. -DCMAKE_INSTALL_PREFIX=install
- cmake --build . --config %CONFIGURATION% --target install
test_script:
- ctest -C %CONFIGURATION% --output-on-failure
- cd ../Test && bash runtests
- cd ../build
after_test:
# For debug build, the generated dll has a postfix "d" in its name.
- ps: >-
If ($env:configuration -Match "Debug") {
$env:SUFFIX="d"
} Else {
$env:SUFFIX=""
}
- cd install
# Zip all glslang artifacts for uploading and deploying
- 7z a glslang-master-windows-"%PLATFORM%"-"%CONFIGURATION%".zip
bin\glslangValidator.exe
include\glslang\*
include\SPIRV\*
lib\glslang%SUFFIX%.lib
lib\HLSL%SUFFIX%.lib
lib\OGLCompiler%SUFFIX%.lib
lib\OSDependent%SUFFIX%.lib
lib\SPIRV%SUFFIX%.lib
lib\SPVRemapper%SUFFIX%.lib
lib\SPIRV-Tools%SUFFIX%.lib
lib\SPIRV-Tools-opt%SUFFIX%.lib
artifacts:
- path: build\install\*.zip
name: artifacts-zip
deploy:
- provider: GitHub
auth_token:
secure: YglcSYdl0TylEa59H4K6lylBEDr586NAt2EMgZquSo+iuPrwgZQuJLPCoihSm9y6
release: master-tot
description: "Continuous build of the latest master branch by Appveyor and Travis CI"
artifact: artifacts-zip
draft: false
prerelease: false
force_update: true
on:
branch: master
APPVEYOR_BUILD_WORKER_IMAGE: Visual Studio 2013

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@ -1,123 +0,0 @@
# Linux and Mac Build Configuration for Travis
language: cpp
os:
- linux
- osx
# Use Ubuntu 14.04 LTS (Trusty) as the Linux testing environment.
sudo: false
dist: trusty
env:
global:
- secure: aGFrgzyKp+84hKrGkxVWg8cHV61uqrKEHT38gfSQK6+WS4GfLOyH83p7WnsEBb7AMhzU7LMNFdvOFr6+NaMpVnqRvc40CEG1Q+lNg9Pq9mhIZLowvDrfqTL9kQ+8Nbw5Q6/dg6CTvY7fvRfpfCEmKIUZBRkoKUuHeuM1uy3IupFcdNuL5bSYn3Beo+apSJginh9DI4BLDXFUgBzTRSLLyCX5g3cpaeGGOCr8quJlYx75W6HRck5g9SZuLtUoH9GFEV3l+ZEWB8noErW+J56L03bwNwFuuAh321evw++oQk5KFa8rlDvar3SJ3b1RHB8u/eq5DBYMyaK/fS8+Q7QbGr8diF/wDe68bKO7U9IhpNfExXmczCpExjHomW5TQv4rYdGhygPMfW97aIsPRYyNKcl4fkmb7NDrM8w0Jscdq2g5c2Kz0ItyZoBri/NXLwFQQjaVCs7Pf97TjuMA7mK0GJmDTRzi6SrDYlWMt5BQL3y0CCojyfLIRcTh0CQjQI29s97bLfQrYAxt9GNNFR+HTXRLLrkaAlJkPGEPwUywlSfEThnvHLesNxYqemolAYpQT4ithoL4GehGIHmaxsW295aKVhuRf8K9eBODNqrfblvM42UHhjntT+92ZnQ/Gkq80GqaMxnxi4PO5FyPIxt0r981b54YBkWi8YA4P7w5pNI=
matrix:
- GLSLANG_BUILD_TYPE=Release
- GLSLANG_BUILD_TYPE=Debug
compiler:
- clang
- gcc
matrix:
fast_finish: true # Show final status immediately if a test fails.
exclude:
# Skip GCC builds on Mac OS X.
- os: osx
compiler: gcc
include:
# Additional build using Android NDK.
- env: BUILD_NDK=ON
cache:
apt: true
branches:
only:
- master
addons:
apt:
packages:
- clang-3.6
install:
# Make sure that clang-3.6 is selected on Linux.
- if [[ "$TRAVIS_OS_NAME" == "linux" && "$CC" == "clang" ]]; then
export CC=clang-3.6 CXX=clang++-3.6;
fi
# Download Android NDK and Android CMake toolchain file.
- if [[ "$BUILD_NDK" == "ON" ]]; then
git clone --depth=1 https://github.com/urho3d/android-ndk.git $HOME/android-ndk;
export ANDROID_NDK=$HOME/android-ndk;
git clone --depth=1 https://github.com/taka-no-me/android-cmake.git $HOME/android-cmake;
export TOOLCHAIN_PATH=$HOME/android-cmake/android.toolchain.cmake;
fi
before_script:
- git clone --depth=1 https://github.com/google/googletest.git External/googletest
- ./update_glslang_sources.py
script:
- mkdir build && cd build
# For Android, do release building using NDK without testing.
# For Linux and macOS, do debug/release building with testing.
- if [[ "$BUILD_NDK" == "ON" ]]; then
cmake -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_PATH}
-DANDROID_NATIVE_API_LEVEL=android-12
-DCMAKE_BUILD_TYPE=Release
-DANDROID_ABI="armeabi-v7a with NEON"
-DBUILD_TESTING=OFF ..;
make -j4;
else
cmake -DCMAKE_BUILD_TYPE=${GLSLANG_BUILD_TYPE}
-DCMAKE_INSTALL_PREFIX=`pwd`/install ..;
make -j4 install;
ctest --output-on-failure &&
cd ../Test && ./runtests;
fi
after_success:
# For debug build, the generated dll has a postfix "d" in its name.
- if [[ "${GLSLANG_BUILD_TYPE}" == "Debug" ]]; then
export SUFFIX="d";
else
export SUFFIX="";
fi
# Create tarball for deployment
- if [[ ${CC} == clang* && "${BUILD_NDK}" != "ON" ]]; then
cd ../build/install;
export TARBALL=glslang-master-${TRAVIS_OS_NAME}-${GLSLANG_BUILD_TYPE}.zip;
zip ${TARBALL}
bin/glslangValidator
include/glslang/*
include/SPIRV/*
lib/libglslang${SUFFIX}.a
lib/libHLSL${SUFFIX}.a
lib/libOGLCompiler${SUFFIX}.a
lib/libOSDependent${SUFFIX}.a
lib/libSPIRV${SUFFIX}.a
lib/libSPVRemapper${SUFFIX}.a
lib/libSPIRV-Tools${SUFFIX}.a
lib/libSPIRV-Tools-opt${SUFFIX}.a;
fi
before_deploy:
# Tag the current top of the tree as "master-tot".
# Travis CI replies on the tag name to properly push to GitHub Releases.
- git config --global user.name "Travis CI"
- git config --global user.email "builds@travis-ci.org"
- git tag -f master-tot
- git push -q -f https://${glslangtoken}@github.com/KhronosGroup/glslang --tags
deploy:
provider: releases
api_key: ${glslangtoken}
on:
branch: master
condition: ${CC} == clang* && ${BUILD_NDK} != ON
file: ${TARBALL}
skip_cleanup: true
overwrite: true

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@ -1,122 +0,0 @@
# increase to 3.1 once all major distributions
# include a version of CMake >= 3.1
cmake_minimum_required(VERSION 2.8.12)
if (POLICY CMP0048)
cmake_policy(SET CMP0048 NEW)
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
# Adhere to GNU filesystem layout conventions
include(GNUInstallDirs)
option(BUILD_SHARED_LIBS "Build Shared Libraries" OFF)
set(LIB_TYPE STATIC)
if(BUILD_SHARED_LIBS)
set(LIB_TYPE SHARED)
endif()
option(SKIP_GLSLANG_INSTALL "Skip installation" ${SKIP_GLSLANG_INSTALL})
if(NOT ${SKIP_GLSLANG_INSTALL})
set(ENABLE_GLSLANG_INSTALL ON)
endif()
option(ENABLE_AMD_EXTENSIONS "Enables support of AMD-specific extensions" ON)
option(ENABLE_GLSLANG_BINARIES "Builds glslangValidator and spirv-remap" ON)
option(ENABLE_NV_EXTENSIONS "Enables support of Nvidia-specific extensions" ON)
option(ENABLE_HLSL "Enables HLSL input support" ON)
option(ENABLE_OPT "Enables spirv-opt capability if present" ON)
if(CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT AND WIN32)
set(CMAKE_INSTALL_PREFIX "install" CACHE STRING "..." FORCE)
endif()
project(glslang)
# make testing optional
include(CTest)
if(ENABLE_AMD_EXTENSIONS)
add_definitions(-DAMD_EXTENSIONS)
endif(ENABLE_AMD_EXTENSIONS)
if(ENABLE_NV_EXTENSIONS)
add_definitions(-DNV_EXTENSIONS)
endif(ENABLE_NV_EXTENSIONS)
if(ENABLE_HLSL)
add_definitions(-DENABLE_HLSL)
endif(ENABLE_HLSL)
if(WIN32)
set(CMAKE_DEBUG_POSTFIX "d")
if(MSVC)
include(ChooseMSVCCRT.cmake)
endif(MSVC)
add_definitions(-DGLSLANG_OSINCLUDE_WIN32)
elseif(UNIX)
add_definitions(-DGLSLANG_OSINCLUDE_UNIX)
else(WIN32)
message("unknown platform")
endif(WIN32)
if(${CMAKE_CXX_COMPILER_ID} MATCHES "GNU")
add_compile_options(-Wall -Wmaybe-uninitialized -Wuninitialized -Wunused -Wunused-local-typedefs
-Wunused-parameter -Wunused-value -Wunused-variable -Wunused-but-set-parameter -Wunused-but-set-variable -fno-exceptions)
add_compile_options(-Wno-reorder) # disable this from -Wall, since it happens all over.
elseif(${CMAKE_CXX_COMPILER_ID} MATCHES "Clang")
add_compile_options(-Wall -Wuninitialized -Wunused -Wunused-local-typedefs
-Wunused-parameter -Wunused-value -Wunused-variable)
add_compile_options(-Wno-reorder) # disable this from -Wall, since it happens all over.
endif()
# Request C++11
if(${CMAKE_VERSION} VERSION_LESS 3.1)
# CMake versions before 3.1 do not understand CMAKE_CXX_STANDARD
# remove this block once CMake >=3.1 has fixated in the ecosystem
add_compile_options(-std=c++11)
else()
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
endif()
function(glslang_set_link_args TARGET)
# For MinGW compiles, statically link against the GCC and C++ runtimes.
# This avoids the need to ship those runtimes as DLLs.
if(WIN32 AND ${CMAKE_CXX_COMPILER_ID} MATCHES "GNU")
set_target_properties(${TARGET} PROPERTIES
LINK_FLAGS "-static -static-libgcc -static-libstdc++")
endif()
endfunction(glslang_set_link_args)
# We depend on these for later projects, so they should come first.
add_subdirectory(External)
if(NOT TARGET SPIRV-Tools-opt)
set(ENABLE_OPT OFF)
endif()
if(ENABLE_OPT)
message(STATUS "optimizer enabled")
add_definitions(-DENABLE_OPT=1)
else()
if(ENABLE_HLSL)
message(STATUS "spirv-tools not linked - illegal SPIRV may be generated for HLSL")
endif()
add_definitions(-DENABLE_OPT=0)
endif()
add_subdirectory(glslang)
add_subdirectory(OGLCompilersDLL)
if(ENABLE_GLSLANG_BINARIES)
add_subdirectory(StandAlone)
endif()
add_subdirectory(SPIRV)
if(ENABLE_HLSL)
add_subdirectory(hlsl)
endif(ENABLE_HLSL)
add_subdirectory(gtests)

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@ -1,43 +0,0 @@
# Suppress all warnings from external projects.
set_property(DIRECTORY APPEND PROPERTY COMPILE_OPTIONS -w)
if(BUILD_TESTING)
if(TARGET gmock)
message(STATUS "Google Mock already configured - use it")
elseif(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/googletest)
# We need to make sure Google Test does not mess up with the
# global CRT settings on Windows.
if(WIN32)
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
endif(WIN32)
add_subdirectory(googletest)
set(GTEST_TARGETS
gtest
gtest_main
gmock
gmock_main)
foreach(target ${GTEST_TARGETS})
set_property(TARGET ${target} PROPERTY FOLDER gtest)
endforeach()
mark_as_advanced(gmock_build_tests
BUILD_GMOCK
BUILD_GTEST
BUILD_SHARED_LIBS
gtest_build_samples
gtest_build_tests
gtest_disable_pthreads
gtest_force_shared_crt
gtest_hide_internal_symbols)
else()
message(STATUS
"Google Mock was not found - tests based on that will not build")
endif()
endif()
if(ENABLE_OPT AND NOT TARGET SPIRV-Tools-opt)
if(IS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/spirv-tools)
set(SPIRV_SKIP_TESTS ON CACHE BOOL "Skip building SPIRV-Tools tests")
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/spirv-tools spirv-tools)
endif()
endif()

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@ -1,49 +0,0 @@
//
// Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
#ifndef __INITIALIZEDLL_H
#define __INITIALIZEDLL_H
#include "../glslang/OSDependent/osinclude.h"
namespace glslang {
bool InitProcess();
bool InitThread();
bool DetachThread(); // not called from standalone, perhaps other tools rely on parts of it
bool DetachProcess(); // not called from standalone, perhaps other tools rely on parts of it
} // end namespace glslang
#endif // __INITIALIZEDLL_H

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@ -1,83 +0,0 @@
set(SOURCES
GlslangToSpv.cpp
InReadableOrder.cpp
Logger.cpp
SpvBuilder.cpp
doc.cpp
disassemble.cpp)
set(SPVREMAP_SOURCES
SPVRemapper.cpp
doc.cpp)
set(HEADERS
bitutils.h
spirv.hpp
GLSL.std.450.h
GLSL.ext.EXT.h
GLSL.ext.KHR.h
GlslangToSpv.h
hex_float.h
Logger.h
SpvBuilder.h
spvIR.h
doc.h
disassemble.h)
set(SPVREMAP_HEADERS
SPVRemapper.h
doc.h)
if(ENABLE_AMD_EXTENSIONS)
list(APPEND
HEADERS
GLSL.ext.AMD.h)
endif(ENABLE_AMD_EXTENSIONS)
if(ENABLE_NV_EXTENSIONS)
list(APPEND
HEADERS
GLSL.ext.NV.h)
endif(ENABLE_NV_EXTENSIONS)
add_library(SPIRV ${LIB_TYPE} ${SOURCES} ${HEADERS})
set_property(TARGET SPIRV PROPERTY FOLDER glslang)
set_property(TARGET SPIRV PROPERTY POSITION_INDEPENDENT_CODE ON)
target_include_directories(SPIRV PUBLIC ..)
add_library(SPVRemapper ${LIB_TYPE} ${SPVREMAP_SOURCES} ${SPVREMAP_HEADERS})
set_property(TARGET SPVRemapper PROPERTY FOLDER glslang)
set_property(TARGET SPVRemapper PROPERTY POSITION_INDEPENDENT_CODE ON)
if(WIN32 AND BUILD_SHARED_LIBS)
set_target_properties(SPIRV PROPERTIES PREFIX "")
set_target_properties(SPVRemapper PROPERTIES PREFIX "")
endif()
if(ENABLE_OPT)
target_include_directories(SPIRV
PRIVATE ${spirv-tools_SOURCE_DIR}/include
PRIVATE ${spirv-tools_SOURCE_DIR}/source
)
target_link_libraries(SPIRV glslang SPIRV-Tools-opt)
else()
target_link_libraries(SPIRV glslang)
endif(ENABLE_OPT)
if(WIN32)
source_group("Source" FILES ${SOURCES} ${HEADERS})
source_group("Source" FILES ${SPVREMAP_SOURCES} ${SPVREMAP_HEADERS})
endif(WIN32)
if(ENABLE_GLSLANG_INSTALL)
if(BUILD_SHARED_LIBS)
install(TARGETS SPIRV SPVRemapper
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR})
else()
install(TARGETS SPIRV SPVRemapper
ARCHIVE DESTINATION ${CMAKE_INSTALL_LIBDIR})
endif()
install(FILES ${HEADERS} ${SPVREMAP_HEADERS} DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/SPIRV/)
endif(ENABLE_GLSLANG_INSTALL)

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@ -1,67 +0,0 @@
//
// Copyright (C) 2014 LunarG, Inc.
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
#pragma once
#if defined(_MSC_VER) && _MSC_VER >= 1900
#pragma warning(disable : 4464) // relative include path contains '..'
#endif
#include "../glslang/Include/intermediate.h"
#include <string>
#include <vector>
#include "Logger.h"
namespace glslang {
struct SpvOptions {
SpvOptions() : generateDebugInfo(false), disableOptimizer(true),
optimizeSize(false) { }
bool generateDebugInfo;
bool disableOptimizer;
bool optimizeSize;
};
void GetSpirvVersion(std::string&);
int GetSpirvGeneratorVersion();
void GlslangToSpv(const glslang::TIntermediate& intermediate, std::vector<unsigned int>& spirv,
SpvOptions* options = nullptr);
void GlslangToSpv(const glslang::TIntermediate& intermediate, std::vector<unsigned int>& spirv,
spv::SpvBuildLogger* logger, SpvOptions* options = nullptr);
void OutputSpvBin(const std::vector<unsigned int>& spirv, const char* baseName);
void OutputSpvHex(const std::vector<unsigned int>& spirv, const char* baseName, const char* varName);
}

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@ -1,52 +0,0 @@
//
// Copyright (C) 2014-2015 LunarG, Inc.
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
// LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
// ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Disassembler for SPIR-V.
//
#pragma once
#ifndef disassembler_H
#define disassembler_H
#include <iostream>
#include <vector>
namespace spv {
void Disassemble(std::ostream& out, const std::vector<unsigned int>&);
}; // end namespace spv
#endif // disassembler_H

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@ -1,6 +0,0 @@
#version 450 core
layout(local_size_x = 0) in; // ERROR, 0 not allowed
void main()
{
shared float f; // ERROR shared must be global
}

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@ -1,21 +0,0 @@
#version 450 core
in gl_PerVertex {
float gl_CullDistance[3];
} gl_in[gl_MaxPatchVertices];
out gl_PerVertex {
float gl_CullDistance[3];
};
void main()
{
gl_CullDistance[2] = gl_in[1].gl_CullDistance[2];
}
layout(equal_spacing) in float f1[]; // ERROR, must be standalone
layout(fractional_even_spacing) in float f2[]; // ERROR, must be standalone
layout(fractional_odd_spacing) in float f3[]; // ERROR, must be standalone
layout(cw) in float f4[]; // ERROR, must be standalone
layout(ccw) in float f5[]; // ERROR, must be standalone
layout(point_mode) in float f6[]; // ERROR, must be standalone

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@ -1,56 +0,0 @@
#version 450 core
out gl_PerVertex {
float gl_CullDistance[3];
};
void main()
{
gl_CullDistance[2] = 4.5;
}
out bool outb; // ERROR
out sampler2D outo; // ERROR
out float outa[4];
out float outaa[4][2];
struct S { float f; };
out S outs;
out S[4] outasa;
out S outsa[4];
struct SA { float f[4]; };
out SA outSA;
struct SS { float f; S s; };
out SS outSS;
layout(binding = 0) uniform atomic_uint aui;
uint ui;
void foo()
{
SS::f;
atomicCounterAdd(aui, ui); // ERROR, need 4.6
atomicCounterSubtract(aui, ui); // ERROR, need 4.6
atomicCounterMin(aui, ui); // ERROR, need 4.6
atomicCounterMax(aui, ui); // ERROR, need 4.6
atomicCounterAnd(aui, ui); // ERROR, need 4.6
atomicCounterOr(aui, ui); // ERROR, need 4.6
atomicCounterXor(aui, ui); // ERROR, need 4.6
atomicCounterExchange(aui, ui); // ERROR, need 4.6
atomicCounterCompSwap(aui, ui, ui); // ERROR, need 4.6
int a = gl_BaseVertex + gl_BaseInstance + gl_DrawID; // ERROR, need 4.6
bool b1;
anyInvocation(b1); // ERROR, need 4.6
allInvocations(b1); // ERROR, need 4.6
allInvocationsEqual(b1); // ERROR, need 4.6
}
; // ERROR: no extraneous semicolons
layout(location = 0) uniform locBlock { // ERROR, no location uniform block
int a;
};
layout(location = 0) buffer locBuffBlock { // ERROR, no location on buffer block
int b;
};

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@ -1,576 +0,0 @@
100.frag
ERROR: 0:3: '{ } style initializers' : not supported with this profile: es
ERROR: 0:3: 'initializer' : not supported for this version or the enabled extensions
ERROR: 0:3: 'array initializer' : not supported for this version or the enabled extensions
ERROR: 0:4: '#version' : must occur first in shader
ERROR: 0:7: 'attribute' : not supported in this stage: fragment
ERROR: 0:7: 'float' : type requires declaration of default precision qualifier
ERROR: 0:9: '=' : cannot convert from ' const int' to ' global mediump float'
ERROR: 0:11: 'uniform block' : not supported for this version or the enabled extensions
ERROR: 0:19: 'foo' : no matching overloaded function found
ERROR: 0:20: 'bit shift left' : not supported for this version or the enabled extensions
ERROR: 0:21: 'bit shift right' : not supported for this version or the enabled extensions
ERROR: 0:22: 'array comparison' : not supported for this version or the enabled extensions
ERROR: 0:24: 'bitwise and' : not supported for this version or the enabled extensions
ERROR: 0:25: '%' : not supported for this version or the enabled extensions
ERROR: 0:26: 'bitwise inclusive or' : not supported for this version or the enabled extensions
ERROR: 0:27: 'bit-shift right assign' : not supported for this version or the enabled extensions
ERROR: 0:28: 'bit-shift left assign' : not supported for this version or the enabled extensions
ERROR: 0:29: '%=' : not supported for this version or the enabled extensions
ERROR: 0:36: 'array assignment' : not supported for this version or the enabled extensions
ERROR: 0:37: 'array comparison' : not supported for this version or the enabled extensions
ERROR: 0:38: 'array comparison' : not supported for this version or the enabled extensions
ERROR: 0:40: 'switch' : Reserved word.
ERROR: 0:40: 'switch statements' : not supported for this version or the enabled extensions
ERROR: 0:45: '' : array size required
ERROR: 0:47: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:49: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:50: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:56: 'invariant' : not allowed in nested scope
ERROR: 0:56: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:57: 'invariant' : not allowed in nested scope
ERROR: 0:57: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:59: 'invariant' : not allowed in nested scope
ERROR: 0:59: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:63: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:64: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:66: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: glob2D
ERROR: 0:69: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: v2D
ERROR: 0:71: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: vary2D
ERROR: 0:75: 'in for stage inputs' : not supported for this version or the enabled extensions
ERROR: 0:77: 'invariant' : can only apply to an output, or to an input in a non-vertex stage
ERROR: 0:75: 'g' : cannot use storage or interpolation qualifiers on structure members
ERROR: 0:76: 'h' : cannot use storage or interpolation qualifiers on structure members
ERROR: 0:77: 'i' : cannot use invariant qualifier on structure members
ERROR: 0:80: 'sampler3D' : Reserved word.
ERROR: 0:80: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:91: 'dFdx' : required extension not requested: GL_OES_standard_derivatives
ERROR: 0:92: 'dFdy' : required extension not requested: GL_OES_standard_derivatives
ERROR: 0:93: 'fwidth' : required extension not requested: GL_OES_standard_derivatives
ERROR: 0:103: 'gl_FragDepth' : undeclared identifier
ERROR: 0:104: 'gl_FragDepthEXT' : required extension not requested: GL_EXT_frag_depth
ERROR: 0:111: 'gl_FragDepth' : undeclared identifier
ERROR: 0:134: 'texture3D' : no matching overloaded function found
ERROR: 0:135: 'texture2DProjLod' : no matching overloaded function found
ERROR: 0:137: 'bitwise not' : not supported for this version or the enabled extensions
ERROR: 0:138: 'bitwise inclusive or' : not supported for this version or the enabled extensions
ERROR: 0:139: 'bitwise and' : not supported for this version or the enabled extensions
ERROR: 0:145: 'a' : redefinition
ERROR: 0:147: 'texture2DProjGradEXT' : required extension not requested: GL_EXT_shader_texture_lod
ERROR: 0:151: 'floating-point suffix' : not supported for this version or the enabled extensions
ERROR: 0:152: 'floating-point suffix' : not supported for this version or the enabled extensions
ERROR: 0:167: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 2
ERROR: 0:170: 'multiple prototypes for same function' : not supported for this version or the enabled extensions
ERROR: 0:177: 'multiple prototypes for same function' : not supported for this version or the enabled extensions
ERROR: 0:179: 'fragment-shader struct input' : not supported for this version or the enabled extensions
ERROR: 0:183: 'v' : illegal use of type 'void'
ERROR: 0:184: 'void' : cannot be an argument type except for '(void)'
ERROR: 0:185: 'v' : illegal use of type 'void'
ERROR: 0:185: 'void' : cannot be an argument type except for '(void)'
ERROR: 0:190: '.' : cannot apply to an array: y
ERROR: 0:191: '.' : cannot apply to an array: zy
ERROR: 0:192: '.' : cannot apply to an array: nothing
ERROR: 0:193: '.length' : not supported for this version or the enabled extensions
ERROR: 0:194: '.' : cannot apply to an array: method
ERROR: 0:194: 'a' : can't use function syntax on variable
ERROR: 0:214: 'non-constant global initializer (needs GL_EXT_shader_non_constant_global_initializers)' : not supported for this version or the enabled extensions
ERROR: 0:3000: '#error' : line of this error should be 3000
ERROR: 0:3002: '' : syntax error, unexpected IDENTIFIER, expecting LEFT_BRACE or COMMA or SEMICOLON
ERROR: 77 compilation errors. No code generated.
Shader version: 100
Requested GL_EXT_frag_depth
Requested GL_EXT_shader_non_constant_global_initializers
Requested GL_EXT_shader_texture_lod
Requested GL_OES_EGL_image_external
Requested GL_OES_standard_derivatives
Requested GL_OES_texture_3D
ERROR: node is still EOpNull!
0:3 Sequence
0:3 move second child to first child ( temp 3-element array of mediump int)
0:3 'a' ( global 3-element array of mediump int)
0:3 Constant:
0:3 2 (const int)
0:3 3 (const int)
0:3 4 (const int)
0:17 Function Definition: main( ( global void)
0:17 Function Parameters:
0:19 Sequence
0:19 Constant:
0:19 0.000000
0:20 Sequence
0:20 move second child to first child ( temp mediump int)
0:20 's' ( temp mediump int)
0:20 Constant:
0:20 16 (const int)
0:21 move second child to first child ( temp mediump int)
0:21 's' ( temp mediump int)
0:21 Constant:
0:21 4 (const int)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Equal ( temp bool)
0:22 'a' ( global 3-element array of mediump int)
0:22 'a' ( global 3-element array of mediump int)
0:22 true case is null
0:24 move second child to first child ( temp mediump int)
0:24 'b' ( temp mediump int)
0:24 bitwise and ( temp mediump int)
0:24 'c' ( temp mediump int)
0:24 Constant:
0:24 4 (const int)
0:25 move second child to first child ( temp mediump int)
0:25 'b' ( temp mediump int)
0:25 mod ( temp mediump int)
0:25 'c' ( temp mediump int)
0:25 Constant:
0:25 4 (const int)
0:26 move second child to first child ( temp mediump int)
0:26 'b' ( temp mediump int)
0:26 inclusive-or ( temp mediump int)
0:26 'c' ( temp mediump int)
0:26 Constant:
0:26 4 (const int)
0:27 right shift second child into first child ( temp mediump int)
0:27 'b' ( temp mediump int)
0:27 Constant:
0:27 2 (const int)
0:28 left shift second child into first child ( temp mediump int)
0:28 'b' ( temp mediump int)
0:28 Constant:
0:28 2 (const int)
0:29 mod second child into first child ( temp mediump int)
0:29 'b' ( temp mediump int)
0:29 Constant:
0:29 3 (const int)
0:36 move second child to first child ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:36 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:36 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:37 Test condition and select ( temp void)
0:37 Condition
0:37 Compare Equal ( temp bool)
0:37 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:37 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:37 true case is null
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Not Equal ( temp bool)
0:38 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:38 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:38 true case is null
0:40 'b' ( temp mediump int)
0:54 Function Definition: foo10( ( global void)
0:54 Function Parameters:
0:67 Function Definition: f11(s21; ( global void)
0:67 Function Parameters:
0:67 'p2d' ( in lowp sampler2D)
0:87 Function Definition: foo234( ( global void)
0:87 Function Parameters:
0:89 Sequence
0:89 texture ( global highp 4-component vector of float)
0:89 's3D2' ( uniform highp sampler3D)
0:89 Constant:
0:89 0.200000
0:89 0.200000
0:89 0.200000
0:89 Constant:
0:89 0.200000
0:90 textureProj ( global highp 4-component vector of float)
0:90 's3D2' ( uniform highp sampler3D)
0:90 direct index ( smooth temp mediump 4-component vector of float)
0:90 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:90 Constant:
0:90 1 (const int)
0:90 Constant:
0:90 0.400000
0:91 dPdx ( global mediump 4-component vector of float)
0:91 direct index ( smooth temp mediump 4-component vector of float)
0:91 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:91 Constant:
0:91 0 (const int)
0:92 Constant:
0:92 0.000000
0:93 fwidth ( global mediump float)
0:93 'f13' ( invariant global mediump float)
0:98 Function Definition: foo236( ( global void)
0:98 Function Parameters:
0:100 Sequence
0:100 dPdx ( global mediump 4-component vector of float)
0:100 direct index ( smooth temp mediump 4-component vector of float)
0:100 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:100 Constant:
0:100 0 (const int)
0:101 Constant:
0:101 0.000000
0:102 fwidth ( global mediump float)
0:102 'f13' ( invariant global mediump float)
0:103 move second child to first child ( temp mediump float)
0:103 'gl_FragDepth' ( temp mediump float)
0:103 'f13' ( invariant global mediump float)
0:104 move second child to first child ( temp highp float)
0:104 'gl_FragDepthEXT' ( gl_FragDepth highp float FragDepth)
0:104 'f13' ( invariant global mediump float)
0:109 Function Definition: foo239( ( global void)
0:109 Function Parameters:
0:111 Sequence
0:111 move second child to first child ( temp mediump float)
0:111 'gl_FragDepth' ( temp mediump float)
0:111 'f13' ( invariant global mediump float)
0:112 move second child to first child ( temp highp float)
0:112 'gl_FragDepthEXT' ( gl_FragDepth highp float FragDepth)
0:112 'f13' ( invariant global mediump float)
0:119 Function Definition: foo245( ( global void)
0:119 Function Parameters:
0:121 Sequence
0:121 texture ( global lowp 4-component vector of float)
0:121 'sExt' ( uniform lowp samplerExternalOES)
0:121 Constant:
0:121 0.200000
0:121 0.200000
0:122 textureProj ( global lowp 4-component vector of float)
0:122 'sExt' ( uniform lowp samplerExternalOES)
0:122 Construct vec3 ( temp lowp 3-component vector of float)
0:122 'f13' ( invariant global mediump float)
0:123 textureProj ( global lowp 4-component vector of float, operation at mediump)
0:123 'sExt' ( uniform lowp samplerExternalOES)
0:123 direct index ( smooth temp mediump 4-component vector of float)
0:123 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:123 Constant:
0:123 2 (const int)
0:130 Function Definition: foo246( ( global void)
0:130 Function Parameters:
0:132 Sequence
0:132 texture ( global mediump 4-component vector of float)
0:132 'mediumExt' ( uniform mediump samplerExternalOES)
0:132 Constant:
0:132 0.200000
0:132 0.200000
0:133 textureProj ( global highp 4-component vector of float)
0:133 'highExt' ( uniform highp samplerExternalOES)
0:133 direct index ( smooth temp mediump 4-component vector of float)
0:133 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:133 Constant:
0:133 2 (const int)
0:134 Constant:
0:134 0.000000
0:135 Constant:
0:135 0.000000
0:137 Bitwise not ( temp mediump int)
0:137 'a' ( temp mediump int)
0:138 inclusive-or ( temp mediump int)
0:138 'a' ( temp mediump int)
0:138 'a' ( temp mediump int)
0:139 bitwise and ( temp mediump int)
0:139 'a' ( temp mediump int)
0:139 'a' ( temp mediump int)
0:145 Function Definition: foo203940(i1;f1;f1; ( global mediump int)
0:145 Function Parameters:
0:145 'a' ( in mediump int)
0:145 'b' ( in mediump float)
0:147 Sequence
0:147 textureProjGrad ( global lowp 4-component vector of float, operation at mediump)
0:147 's2Dg' ( uniform lowp sampler2D)
0:147 Construct vec3 ( temp mediump 3-component vector of float)
0:147 'f13' ( invariant global mediump float)
0:147 'uv2' ( invariant uniform mediump 2-component vector of float)
0:147 'uv2' ( invariant uniform mediump 2-component vector of float)
0:148 Branch: Return with expression
0:148 'a' ( in mediump int)
0:151 Sequence
0:151 move second child to first child ( temp mediump float)
0:151 'f123' ( global mediump float)
0:151 Constant:
0:151 4.000000
0:152 Sequence
0:152 move second child to first child ( temp mediump float)
0:152 'f124' ( global mediump float)
0:152 Constant:
0:152 50000000000.000000
0:158 Function Definition: foo323433( ( global void)
0:158 Function Parameters:
0:160 Sequence
0:160 textureLod ( global lowp 4-component vector of float, operation at mediump)
0:160 's2Dg' ( uniform lowp sampler2D)
0:160 'uv2' ( invariant uniform mediump 2-component vector of float)
0:160 'f13' ( invariant global mediump float)
0:161 textureProjGrad ( global lowp 4-component vector of float, operation at mediump)
0:161 's2Dg' ( uniform lowp sampler2D)
0:161 Construct vec3 ( temp mediump 3-component vector of float)
0:161 'f13' ( invariant global mediump float)
0:161 'uv2' ( invariant uniform mediump 2-component vector of float)
0:161 'uv2' ( invariant uniform mediump 2-component vector of float)
0:162 textureGrad ( global lowp 4-component vector of float, operation at mediump)
0:162 's2Dg' ( uniform lowp sampler2D)
0:162 'uv2' ( invariant uniform mediump 2-component vector of float)
0:162 'uv2' ( invariant uniform mediump 2-component vector of float)
0:162 'uv2' ( invariant uniform mediump 2-component vector of float)
0:163 textureGrad ( global lowp 4-component vector of float)
0:163 'sCube' ( uniform lowp samplerCube)
0:163 Construct vec3 ( temp lowp 3-component vector of float)
0:163 'f13' ( invariant global mediump float)
0:163 Construct vec3 ( temp lowp 3-component vector of float)
0:163 'f13' ( invariant global mediump float)
0:163 Construct vec3 ( temp lowp 3-component vector of float)
0:163 'f13' ( invariant global mediump float)
0:167 Function Definition: fgfg(f1;i1; ( global mediump int)
0:167 Function Parameters:
0:167 'f' ( in mediump float)
0:167 'i' ( in highp int)
0:167 Sequence
0:167 Branch: Return with expression
0:167 Constant:
0:167 2 (const int)
0:173 Function Definition: gggf(f1; ( global mediump int)
0:173 Function Parameters:
0:173 'f' ( in mediump float)
0:173 Sequence
0:173 Branch: Return with expression
0:173 Constant:
0:173 2 (const int)
0:175 Function Definition: agggf(f1; ( global mediump int)
0:175 Function Parameters:
0:175 'f' ( in mediump float)
0:175 Sequence
0:175 Branch: Return with expression
0:175 Constant:
0:175 2 (const int)
0:187 Function Definition: badswizzle( ( global void)
0:187 Function Parameters:
0:? Sequence
0:190 'a' ( temp 5-element array of mediump 3-component vector of float)
0:191 'a' ( temp 5-element array of mediump 3-component vector of float)
0:192 'a' ( temp 5-element array of mediump 3-component vector of float)
0:193 Constant:
0:193 5 (const int)
0:194 Constant:
0:194 0.000000
0:199 Function Definition: fooinittest( ( global mediump float)
0:199 Function Parameters:
0:201 Sequence
0:201 Branch: Return with expression
0:201 Function Call: fooinit( ( global mediump float)
0:209 Function Definition: fooinit( ( global mediump float)
0:209 Function Parameters:
0:211 Sequence
0:211 Branch: Return with expression
0:211 Constant:
0:211 12.000000
0:214 Sequence
0:214 move second child to first child ( temp mediump int)
0:214 'init1' ( global mediump int)
0:214 Test condition and select ( temp mediump int)
0:214 Condition
0:214 'gl_FrontFacing' ( gl_FrontFacing bool Face)
0:214 true case
0:214 Constant:
0:214 1 (const int)
0:214 false case
0:214 Constant:
0:214 2 (const int)
0:220 Sequence
0:220 move second child to first child ( temp mediump int)
0:220 'init2' ( global mediump int)
0:220 Test condition and select ( temp mediump int)
0:220 Condition
0:220 'gl_FrontFacing' ( gl_FrontFacing bool Face)
0:220 true case
0:220 Constant:
0:220 1 (const int)
0:220 false case
0:220 Constant:
0:220 2 (const int)
0:? Linker Objects
0:? 'a' ( global 3-element array of mediump int)
0:? 'uint' ( global mediump int)
0:? 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:? 'f' ( invariant global mediump float)
0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump int x})
0:? 'fa' ( global unsized 1-element array of mediump float)
0:? 'f13' ( invariant global mediump float)
0:? 'fi' ( invariant temp mediump float)
0:? 'av' ( invariant smooth in mediump 4-component vector of float)
0:? 'uv2' ( invariant uniform mediump 2-component vector of float)
0:? 'uv3' ( invariant uniform mediump 3-component vector of float)
0:? 'glob2D' ( global lowp sampler2D)
0:? 'vary2D' ( smooth in lowp sampler2D)
0:? 's3D' ( uniform mediump sampler3D)
0:? 's3D2' ( uniform highp sampler3D)
0:? 'sExt' ( uniform lowp samplerExternalOES)
0:? 'mediumExt' ( uniform mediump samplerExternalOES)
0:? 'highExt' ( uniform highp samplerExternalOES)
0:? 's2Dg' ( uniform lowp sampler2D)
0:? 'f123' ( global mediump float)
0:? 'f124' ( global mediump float)
0:? 'sCube' ( uniform lowp samplerCube)
0:? 's' ( smooth in structure{ global mediump float f})
0:? 'fi1' ( const mediump float)
0:? 3.000000
0:? 'fi2' ( const mediump float)
0:? 4.000000
0:? 'fi3' ( const mediump float)
0:? 5.000000
0:? 'init1' ( global mediump int)
0:? 'init2' ( global mediump int)
Linked fragment stage:
Shader version: 100
Requested GL_EXT_frag_depth
Requested GL_EXT_shader_non_constant_global_initializers
Requested GL_EXT_shader_texture_lod
Requested GL_OES_EGL_image_external
Requested GL_OES_standard_derivatives
Requested GL_OES_texture_3D
ERROR: node is still EOpNull!
0:3 Sequence
0:3 move second child to first child ( temp 3-element array of mediump int)
0:3 'a' ( global 3-element array of mediump int)
0:3 Constant:
0:3 2 (const int)
0:3 3 (const int)
0:3 4 (const int)
0:17 Function Definition: main( ( global void)
0:17 Function Parameters:
0:19 Sequence
0:19 Constant:
0:19 0.000000
0:20 Sequence
0:20 move second child to first child ( temp mediump int)
0:20 's' ( temp mediump int)
0:20 Constant:
0:20 16 (const int)
0:21 move second child to first child ( temp mediump int)
0:21 's' ( temp mediump int)
0:21 Constant:
0:21 4 (const int)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Equal ( temp bool)
0:22 'a' ( global 3-element array of mediump int)
0:22 'a' ( global 3-element array of mediump int)
0:22 true case is null
0:24 move second child to first child ( temp mediump int)
0:24 'b' ( temp mediump int)
0:24 bitwise and ( temp mediump int)
0:24 'c' ( temp mediump int)
0:24 Constant:
0:24 4 (const int)
0:25 move second child to first child ( temp mediump int)
0:25 'b' ( temp mediump int)
0:25 mod ( temp mediump int)
0:25 'c' ( temp mediump int)
0:25 Constant:
0:25 4 (const int)
0:26 move second child to first child ( temp mediump int)
0:26 'b' ( temp mediump int)
0:26 inclusive-or ( temp mediump int)
0:26 'c' ( temp mediump int)
0:26 Constant:
0:26 4 (const int)
0:27 right shift second child into first child ( temp mediump int)
0:27 'b' ( temp mediump int)
0:27 Constant:
0:27 2 (const int)
0:28 left shift second child into first child ( temp mediump int)
0:28 'b' ( temp mediump int)
0:28 Constant:
0:28 2 (const int)
0:29 mod second child into first child ( temp mediump int)
0:29 'b' ( temp mediump int)
0:29 Constant:
0:29 3 (const int)
0:36 move second child to first child ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:36 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:36 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:37 Test condition and select ( temp void)
0:37 Condition
0:37 Compare Equal ( temp bool)
0:37 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:37 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:37 true case is null
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Not Equal ( temp bool)
0:38 's1' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:38 's2' ( temp structure{ temp mediump float f, temp 10-element array of mediump float a})
0:38 true case is null
0:40 'b' ( temp mediump int)
0:151 Sequence
0:151 move second child to first child ( temp mediump float)
0:151 'f123' ( global mediump float)
0:151 Constant:
0:151 4.000000
0:152 Sequence
0:152 move second child to first child ( temp mediump float)
0:152 'f124' ( global mediump float)
0:152 Constant:
0:152 50000000000.000000
0:214 Sequence
0:214 move second child to first child ( temp mediump int)
0:214 'init1' ( global mediump int)
0:214 Test condition and select ( temp mediump int)
0:214 Condition
0:214 'gl_FrontFacing' ( gl_FrontFacing bool Face)
0:214 true case
0:214 Constant:
0:214 1 (const int)
0:214 false case
0:214 Constant:
0:214 2 (const int)
0:220 Sequence
0:220 move second child to first child ( temp mediump int)
0:220 'init2' ( global mediump int)
0:220 Test condition and select ( temp mediump int)
0:220 Condition
0:220 'gl_FrontFacing' ( gl_FrontFacing bool Face)
0:220 true case
0:220 Constant:
0:220 1 (const int)
0:220 false case
0:220 Constant:
0:220 2 (const int)
0:? Linker Objects
0:? 'a' ( global 3-element array of mediump int)
0:? 'uint' ( global mediump int)
0:? 'v' ( smooth in 3-element array of mediump 4-component vector of float)
0:? 'f' ( invariant global mediump float)
0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump int x})
0:? 'fa' ( global 1-element array of mediump float)
0:? 'f13' ( invariant global mediump float)
0:? 'fi' ( invariant temp mediump float)
0:? 'av' ( invariant smooth in mediump 4-component vector of float)
0:? 'uv2' ( invariant uniform mediump 2-component vector of float)
0:? 'uv3' ( invariant uniform mediump 3-component vector of float)
0:? 'glob2D' ( global lowp sampler2D)
0:? 'vary2D' ( smooth in lowp sampler2D)
0:? 's3D' ( uniform mediump sampler3D)
0:? 's3D2' ( uniform highp sampler3D)
0:? 'sExt' ( uniform lowp samplerExternalOES)
0:? 'mediumExt' ( uniform mediump samplerExternalOES)
0:? 'highExt' ( uniform highp samplerExternalOES)
0:? 's2Dg' ( uniform lowp sampler2D)
0:? 'f123' ( global mediump float)
0:? 'f124' ( global mediump float)
0:? 'sCube' ( uniform lowp samplerCube)
0:? 's' ( smooth in structure{ global mediump float f})
0:? 'fi1' ( const mediump float)
0:? 3.000000
0:? 'fi2' ( const mediump float)
0:? 4.000000
0:? 'fi3' ( const mediump float)
0:? 5.000000
0:? 'init1' ( global mediump int)
0:? 'init2' ( global mediump int)

View File

@ -1,889 +0,0 @@
100Limits.vert
Shader version: 100
0:? Sequence
0:15 Function Definition: foo(f1; ( global void)
0:15 Function Parameters:
0:15 'a' ( inout highp float)
0:17 Function Definition: bar( ( global highp int)
0:17 Function Parameters:
0:19 Sequence
0:19 Branch: Return with expression
0:19 Constant:
0:19 1 (const int)
0:22 Function Definition: main( ( global void)
0:22 Function Parameters:
0:24 Sequence
0:24 Loop with condition tested first
0:24 Loop Condition
0:24 Compare Less Than ( temp bool)
0:24 'ga' ( global highp int)
0:24 'gb' ( global highp int)
0:24 No loop body
0:26 Loop with condition not tested first
0:26 Loop Condition
0:26 Constant:
0:26 false (const bool)
0:26 No loop body
0:28 Sequence
0:28 Loop with condition tested first
0:28 No loop condition
0:28 No loop body
0:29 Sequence
0:29 Loop with condition tested first
0:29 Loop Condition
0:29 Compare Equal ( temp bool)
0:29 'ga' ( global highp int)
0:29 'gb' ( global highp int)
0:29 No loop body
0:30 Sequence
0:30 Loop with condition tested first
0:30 No loop condition
0:30 No loop body
0:30 Loop Terminal Expression
0:30 Post-Increment ( temp highp float)
0:30 'f' ( global highp float)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'ga' ( global highp int)
0:31 Constant:
0:31 0 (const int)
0:31 Loop with condition tested first
0:31 No loop condition
0:31 No loop body
0:32 Sequence
0:32 Sequence
0:32 move second child to first child ( temp bool)
0:32 'a' ( temp bool)
0:32 Constant:
0:32 false (const bool)
0:32 Loop with condition tested first
0:32 No loop condition
0:32 No loop body
0:33 Sequence
0:33 Sequence
0:33 move second child to first child ( temp highp float)
0:33 'a' ( temp highp float)
0:33 Constant:
0:33 0.000000
0:33 Loop with condition tested first
0:33 Loop Condition
0:33 Compare Equal ( temp bool)
0:33 'a' ( temp highp float)
0:33 sine ( global highp float)
0:33 'f' ( global highp float)
0:33 No loop body
0:34 Sequence
0:34 Sequence
0:34 move second child to first child ( temp highp int)
0:34 'a' ( temp highp int)
0:34 Constant:
0:34 0 (const int)
0:34 Loop with condition tested first
0:34 Loop Condition
0:34 Compare Less Than ( temp bool)
0:34 'a' ( temp highp int)
0:34 Constant:
0:34 10 (const int)
0:34 No loop body
0:34 Loop Terminal Expression
0:34 multiply second child into first child ( temp highp int)
0:34 'a' ( temp highp int)
0:34 Constant:
0:34 2 (const int)
0:35 Sequence
0:35 Sequence
0:35 move second child to first child ( temp highp int)
0:35 'a' ( temp highp int)
0:35 Constant:
0:35 0 (const int)
0:35 Loop with condition tested first
0:35 Loop Condition
0:35 Compare Less Than or Equal ( temp bool)
0:35 'a' ( temp highp int)
0:35 Constant:
0:35 20 (const int)
0:35 Loop Body
0:35 Pre-Decrement ( temp highp int)
0:35 'a' ( temp highp int)
0:35 Loop Terminal Expression
0:35 Post-Increment ( temp highp int)
0:35 'a' ( temp highp int)
0:36 Sequence
0:36 Sequence
0:36 move second child to first child ( temp highp int)
0:36 'a' ( temp highp int)
0:36 Constant:
0:36 0 (const int)
0:36 Loop with condition tested first
0:36 Loop Condition
0:36 Compare Less Than or Equal ( temp bool)
0:36 'a' ( temp highp int)
0:36 Constant:
0:36 20 (const int)
0:36 Loop Body
0:36 Sequence
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Equal ( temp bool)
0:36 'ga' ( global highp int)
0:36 Constant:
0:36 0 (const int)
0:36 true case
0:36 move second child to first child ( temp highp int)
0:36 'a' ( temp highp int)
0:36 Constant:
0:36 4 (const int)
0:36 Loop Terminal Expression
0:36 Post-Increment ( temp highp int)
0:36 'a' ( temp highp int)
0:37 Sequence
0:37 Sequence
0:37 move second child to first child ( temp highp float)
0:37 'a' ( temp highp float)
0:37 Constant:
0:37 0.000000
0:37 Loop with condition tested first
0:37 Loop Condition
0:37 Compare Less Than or Equal ( temp bool)
0:37 'a' ( temp highp float)
0:37 Constant:
0:37 20.000000
0:37 No loop body
0:37 Loop Terminal Expression
0:37 add second child into first child ( temp highp float)
0:37 'a' ( temp highp float)
0:37 Constant:
0:37 2.000000
0:38 Sequence
0:38 Sequence
0:38 move second child to first child ( temp highp float)
0:38 'a' ( temp highp float)
0:38 Constant:
0:38 0.000000
0:38 Loop with condition tested first
0:38 Loop Condition
0:38 Compare Not Equal ( temp bool)
0:38 'a' ( temp highp float)
0:38 Constant:
0:38 20.000000
0:38 Loop Body
0:38 Sequence
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Equal ( temp bool)
0:38 'ga' ( global highp int)
0:38 Constant:
0:38 0 (const int)
0:38 true case
0:38 move second child to first child ( temp highp int)
0:38 'ga' ( global highp int)
0:38 Constant:
0:38 4 (const int)
0:38 Loop Terminal Expression
0:38 subtract second child into first child ( temp highp float)
0:38 'a' ( temp highp float)
0:38 Constant:
0:38 2.000000
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp highp float)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 0.000000
0:39 Loop with condition tested first
0:39 Loop Condition
0:39 Compare Equal ( temp bool)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 20.000000
0:39 Loop Body
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp highp float)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 0.000000
0:39 Loop with condition tested first
0:39 Loop Condition
0:39 Compare Equal ( temp bool)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 20.000000
0:39 No loop body
0:39 Loop Terminal Expression
0:39 Post-Decrement ( temp highp float)
0:39 'a' ( temp highp float)
0:39 Loop Terminal Expression
0:39 Post-Decrement ( temp highp float)
0:39 'a' ( temp highp float)
0:40 Sequence
0:40 Sequence
0:40 move second child to first child ( temp highp float)
0:40 'a' ( temp highp float)
0:40 Constant:
0:40 0.000000
0:40 Loop with condition tested first
0:40 Loop Condition
0:40 Compare Less Than or Equal ( temp bool)
0:40 'a' ( temp highp float)
0:40 Constant:
0:40 20.000000
0:40 No loop body
0:40 Loop Terminal Expression
0:40 add second child into first child ( temp highp float)
0:40 'a' ( temp highp float)
0:40 Constant:
0:40 2.000000
0:41 Sequence
0:41 Sequence
0:41 move second child to first child ( temp highp float)
0:41 'a' ( temp highp float)
0:41 Constant:
0:41 0.000000
0:41 Loop with condition tested first
0:41 Loop Condition
0:41 Compare Less Than or Equal ( temp bool)
0:41 'a' ( temp highp float)
0:41 Constant:
0:41 20.000000
0:41 No loop body
0:41 Loop Terminal Expression
0:41 add second child into first child ( temp highp float)
0:41 'a' ( temp highp float)
0:41 Constant:
0:41 2.000000
0:42 Sequence
0:42 Sequence
0:42 move second child to first child ( temp highp float)
0:42 'a' ( temp highp float)
0:42 Constant:
0:42 0.000000
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Compare Greater Than ( temp bool)
0:42 'a' ( temp highp float)
0:42 Constant:
0:42 40.000000
0:42 No loop body
0:42 Loop Terminal Expression
0:42 add second child into first child ( temp highp float)
0:42 'a' ( temp highp float)
0:42 Constant:
0:42 2.000000
0:43 Sequence
0:43 Sequence
0:43 move second child to first child ( temp highp float)
0:43 'a' ( temp highp float)
0:43 Constant:
0:43 0.000000
0:43 Loop with condition tested first
0:43 Loop Condition
0:43 Compare Greater Than or Equal ( temp bool)
0:43 'a' ( temp highp float)
0:43 Constant:
0:43 20.000000
0:43 Loop Body
0:43 Function Call: foo(f1; ( global void)
0:43 'a' ( temp highp float)
0:43 Loop Terminal Expression
0:43 add second child into first child ( temp highp float)
0:43 'a' ( temp highp float)
0:43 Constant:
0:43 2.000000
0:47 indirect index ( temp lowp sampler2D)
0:47 'fsa' ( uniform 3-element array of lowp sampler2D)
0:47 'ga' ( global highp int)
0:48 indirect index ( temp highp float)
0:48 'fua' ( uniform 10-element array of highp float)
0:48 'ga' ( global highp int)
0:49 indirect index ( temp highp 3-component vector of float)
0:49 'am3' ( in highp 3X3 matrix of float)
0:49 'ga' ( global highp int)
0:50 indirect index ( temp highp float)
0:50 'av2' ( in highp 2-component vector of float)
0:50 'ga' ( global highp int)
0:51 indirect index ( smooth temp highp 4-component vector of float)
0:51 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:51 add ( temp highp int)
0:51 Constant:
0:51 2 (const int)
0:51 'ga' ( global highp int)
0:52 indirect index ( temp highp 2-component vector of float)
0:52 Constant:
0:52 1.000000
0:52 0.000000
0:52 0.000000
0:52 1.000000
0:52 'ga' ( global highp int)
0:53 indirect index ( temp highp float)
0:53 Constant:
0:53 2.000000
0:53 2.000000
0:53 2.000000
0:53 divide ( temp highp int)
0:53 'ga' ( global highp int)
0:53 Constant:
0:53 2 (const int)
0:54 indirect index ( temp highp int)
0:54 'ia' ( temp 9-element array of highp int)
0:54 'ga' ( global highp int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp highp int)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 3 (const int)
0:56 Loop with condition tested first
0:56 Loop Condition
0:56 Compare Greater Than or Equal ( temp bool)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 0 (const int)
0:56 Loop Body
0:57 Sequence
0:57 indirect index ( temp lowp sampler2D)
0:57 'fsa' ( uniform 3-element array of lowp sampler2D)
0:57 'a' ( temp highp int)
0:58 indirect index ( temp highp float)
0:58 'fua' ( uniform 10-element array of highp float)
0:58 add ( temp highp int)
0:58 'a' ( temp highp int)
0:58 Constant:
0:58 2 (const int)
0:59 indirect index ( temp highp 3-component vector of float)
0:59 'am3' ( in highp 3X3 matrix of float)
0:59 component-wise multiply ( temp highp int)
0:59 Constant:
0:59 3 (const int)
0:59 'a' ( temp highp int)
0:60 indirect index ( temp highp float)
0:60 'av2' ( in highp 2-component vector of float)
0:60 component-wise multiply ( temp highp int)
0:60 Constant:
0:60 3 (const int)
0:60 'a' ( temp highp int)
0:61 indirect index ( smooth temp highp 4-component vector of float)
0:61 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:61 subtract ( temp highp int)
0:61 'a' ( temp highp int)
0:61 Constant:
0:61 1 (const int)
0:62 indirect index ( temp highp 2-component vector of float)
0:62 Constant:
0:62 1.000000
0:62 0.000000
0:62 0.000000
0:62 1.000000
0:62 divide ( temp highp int)
0:62 'a' ( temp highp int)
0:62 Constant:
0:62 2 (const int)
0:63 indirect index ( temp highp float)
0:63 Constant:
0:63 2.000000
0:63 2.000000
0:63 2.000000
0:63 'a' ( temp highp int)
0:64 indirect index ( temp highp int)
0:64 'ia' ( temp 9-element array of highp int)
0:64 'a' ( temp highp int)
0:65 indirect index ( temp highp int)
0:65 'ia' ( temp 9-element array of highp int)
0:65 Function Call: bar( ( global highp int)
0:56 Loop Terminal Expression
0:56 Post-Decrement ( temp highp int)
0:56 'a' ( temp highp int)
0:68 direct index ( temp lowp sampler2D)
0:68 'fsa' ( uniform 3-element array of lowp sampler2D)
0:68 Constant:
0:68 2 (const int)
0:69 direct index ( temp highp float)
0:69 'fua' ( uniform 10-element array of highp float)
0:69 Constant:
0:69 3 (const int)
0:70 direct index ( temp highp 3-component vector of float)
0:70 'am3' ( in highp 3X3 matrix of float)
0:70 Constant:
0:70 2 (const int)
0:71 direct index ( temp highp float)
0:71 'av2' ( in highp 2-component vector of float)
0:71 Constant:
0:71 1 (const int)
0:72 direct index ( smooth temp highp 4-component vector of float)
0:72 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:72 Constant:
0:72 1 (const int)
0:73 Constant:
0:73 0.000000
0:73 1.000000
0:74 Constant:
0:74 2.000000
0:75 direct index ( temp highp int)
0:75 'ia' ( temp 9-element array of highp int)
0:75 Constant:
0:75 3 (const int)
0:? Linker Objects
0:? 'ga' ( global highp int)
0:? 'gb' ( global highp int)
0:? 'f' ( global highp float)
0:? 'fsa' ( uniform 3-element array of lowp sampler2D)
0:? 'fua' ( uniform 10-element array of highp float)
0:? 'am3' ( in highp 3X3 matrix of float)
0:? 'av2' ( in highp 2-component vector of float)
0:? 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:? 'm2' ( const highp 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'v3' ( const highp 3-component vector of float)
0:? 2.000000
0:? 2.000000
0:? 2.000000
Linked vertex stage:
Shader version: 100
0:? Sequence
0:15 Function Definition: foo(f1; ( global void)
0:15 Function Parameters:
0:15 'a' ( inout highp float)
0:17 Function Definition: bar( ( global highp int)
0:17 Function Parameters:
0:19 Sequence
0:19 Branch: Return with expression
0:19 Constant:
0:19 1 (const int)
0:22 Function Definition: main( ( global void)
0:22 Function Parameters:
0:24 Sequence
0:24 Loop with condition tested first
0:24 Loop Condition
0:24 Compare Less Than ( temp bool)
0:24 'ga' ( global highp int)
0:24 'gb' ( global highp int)
0:24 No loop body
0:26 Loop with condition not tested first
0:26 Loop Condition
0:26 Constant:
0:26 false (const bool)
0:26 No loop body
0:28 Sequence
0:28 Loop with condition tested first
0:28 No loop condition
0:28 No loop body
0:29 Sequence
0:29 Loop with condition tested first
0:29 Loop Condition
0:29 Compare Equal ( temp bool)
0:29 'ga' ( global highp int)
0:29 'gb' ( global highp int)
0:29 No loop body
0:30 Sequence
0:30 Loop with condition tested first
0:30 No loop condition
0:30 No loop body
0:30 Loop Terminal Expression
0:30 Post-Increment ( temp highp float)
0:30 'f' ( global highp float)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'ga' ( global highp int)
0:31 Constant:
0:31 0 (const int)
0:31 Loop with condition tested first
0:31 No loop condition
0:31 No loop body
0:32 Sequence
0:32 Sequence
0:32 move second child to first child ( temp bool)
0:32 'a' ( temp bool)
0:32 Constant:
0:32 false (const bool)
0:32 Loop with condition tested first
0:32 No loop condition
0:32 No loop body
0:33 Sequence
0:33 Sequence
0:33 move second child to first child ( temp highp float)
0:33 'a' ( temp highp float)
0:33 Constant:
0:33 0.000000
0:33 Loop with condition tested first
0:33 Loop Condition
0:33 Compare Equal ( temp bool)
0:33 'a' ( temp highp float)
0:33 sine ( global highp float)
0:33 'f' ( global highp float)
0:33 No loop body
0:34 Sequence
0:34 Sequence
0:34 move second child to first child ( temp highp int)
0:34 'a' ( temp highp int)
0:34 Constant:
0:34 0 (const int)
0:34 Loop with condition tested first
0:34 Loop Condition
0:34 Compare Less Than ( temp bool)
0:34 'a' ( temp highp int)
0:34 Constant:
0:34 10 (const int)
0:34 No loop body
0:34 Loop Terminal Expression
0:34 multiply second child into first child ( temp highp int)
0:34 'a' ( temp highp int)
0:34 Constant:
0:34 2 (const int)
0:35 Sequence
0:35 Sequence
0:35 move second child to first child ( temp highp int)
0:35 'a' ( temp highp int)
0:35 Constant:
0:35 0 (const int)
0:35 Loop with condition tested first
0:35 Loop Condition
0:35 Compare Less Than or Equal ( temp bool)
0:35 'a' ( temp highp int)
0:35 Constant:
0:35 20 (const int)
0:35 Loop Body
0:35 Pre-Decrement ( temp highp int)
0:35 'a' ( temp highp int)
0:35 Loop Terminal Expression
0:35 Post-Increment ( temp highp int)
0:35 'a' ( temp highp int)
0:36 Sequence
0:36 Sequence
0:36 move second child to first child ( temp highp int)
0:36 'a' ( temp highp int)
0:36 Constant:
0:36 0 (const int)
0:36 Loop with condition tested first
0:36 Loop Condition
0:36 Compare Less Than or Equal ( temp bool)
0:36 'a' ( temp highp int)
0:36 Constant:
0:36 20 (const int)
0:36 Loop Body
0:36 Sequence
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Equal ( temp bool)
0:36 'ga' ( global highp int)
0:36 Constant:
0:36 0 (const int)
0:36 true case
0:36 move second child to first child ( temp highp int)
0:36 'a' ( temp highp int)
0:36 Constant:
0:36 4 (const int)
0:36 Loop Terminal Expression
0:36 Post-Increment ( temp highp int)
0:36 'a' ( temp highp int)
0:37 Sequence
0:37 Sequence
0:37 move second child to first child ( temp highp float)
0:37 'a' ( temp highp float)
0:37 Constant:
0:37 0.000000
0:37 Loop with condition tested first
0:37 Loop Condition
0:37 Compare Less Than or Equal ( temp bool)
0:37 'a' ( temp highp float)
0:37 Constant:
0:37 20.000000
0:37 No loop body
0:37 Loop Terminal Expression
0:37 add second child into first child ( temp highp float)
0:37 'a' ( temp highp float)
0:37 Constant:
0:37 2.000000
0:38 Sequence
0:38 Sequence
0:38 move second child to first child ( temp highp float)
0:38 'a' ( temp highp float)
0:38 Constant:
0:38 0.000000
0:38 Loop with condition tested first
0:38 Loop Condition
0:38 Compare Not Equal ( temp bool)
0:38 'a' ( temp highp float)
0:38 Constant:
0:38 20.000000
0:38 Loop Body
0:38 Sequence
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Equal ( temp bool)
0:38 'ga' ( global highp int)
0:38 Constant:
0:38 0 (const int)
0:38 true case
0:38 move second child to first child ( temp highp int)
0:38 'ga' ( global highp int)
0:38 Constant:
0:38 4 (const int)
0:38 Loop Terminal Expression
0:38 subtract second child into first child ( temp highp float)
0:38 'a' ( temp highp float)
0:38 Constant:
0:38 2.000000
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp highp float)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 0.000000
0:39 Loop with condition tested first
0:39 Loop Condition
0:39 Compare Equal ( temp bool)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 20.000000
0:39 Loop Body
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp highp float)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 0.000000
0:39 Loop with condition tested first
0:39 Loop Condition
0:39 Compare Equal ( temp bool)
0:39 'a' ( temp highp float)
0:39 Constant:
0:39 20.000000
0:39 No loop body
0:39 Loop Terminal Expression
0:39 Post-Decrement ( temp highp float)
0:39 'a' ( temp highp float)
0:39 Loop Terminal Expression
0:39 Post-Decrement ( temp highp float)
0:39 'a' ( temp highp float)
0:40 Sequence
0:40 Sequence
0:40 move second child to first child ( temp highp float)
0:40 'a' ( temp highp float)
0:40 Constant:
0:40 0.000000
0:40 Loop with condition tested first
0:40 Loop Condition
0:40 Compare Less Than or Equal ( temp bool)
0:40 'a' ( temp highp float)
0:40 Constant:
0:40 20.000000
0:40 No loop body
0:40 Loop Terminal Expression
0:40 add second child into first child ( temp highp float)
0:40 'a' ( temp highp float)
0:40 Constant:
0:40 2.000000
0:41 Sequence
0:41 Sequence
0:41 move second child to first child ( temp highp float)
0:41 'a' ( temp highp float)
0:41 Constant:
0:41 0.000000
0:41 Loop with condition tested first
0:41 Loop Condition
0:41 Compare Less Than or Equal ( temp bool)
0:41 'a' ( temp highp float)
0:41 Constant:
0:41 20.000000
0:41 No loop body
0:41 Loop Terminal Expression
0:41 add second child into first child ( temp highp float)
0:41 'a' ( temp highp float)
0:41 Constant:
0:41 2.000000
0:42 Sequence
0:42 Sequence
0:42 move second child to first child ( temp highp float)
0:42 'a' ( temp highp float)
0:42 Constant:
0:42 0.000000
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Compare Greater Than ( temp bool)
0:42 'a' ( temp highp float)
0:42 Constant:
0:42 40.000000
0:42 No loop body
0:42 Loop Terminal Expression
0:42 add second child into first child ( temp highp float)
0:42 'a' ( temp highp float)
0:42 Constant:
0:42 2.000000
0:43 Sequence
0:43 Sequence
0:43 move second child to first child ( temp highp float)
0:43 'a' ( temp highp float)
0:43 Constant:
0:43 0.000000
0:43 Loop with condition tested first
0:43 Loop Condition
0:43 Compare Greater Than or Equal ( temp bool)
0:43 'a' ( temp highp float)
0:43 Constant:
0:43 20.000000
0:43 Loop Body
0:43 Function Call: foo(f1; ( global void)
0:43 'a' ( temp highp float)
0:43 Loop Terminal Expression
0:43 add second child into first child ( temp highp float)
0:43 'a' ( temp highp float)
0:43 Constant:
0:43 2.000000
0:47 indirect index ( temp lowp sampler2D)
0:47 'fsa' ( uniform 3-element array of lowp sampler2D)
0:47 'ga' ( global highp int)
0:48 indirect index ( temp highp float)
0:48 'fua' ( uniform 10-element array of highp float)
0:48 'ga' ( global highp int)
0:49 indirect index ( temp highp 3-component vector of float)
0:49 'am3' ( in highp 3X3 matrix of float)
0:49 'ga' ( global highp int)
0:50 indirect index ( temp highp float)
0:50 'av2' ( in highp 2-component vector of float)
0:50 'ga' ( global highp int)
0:51 indirect index ( smooth temp highp 4-component vector of float)
0:51 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:51 add ( temp highp int)
0:51 Constant:
0:51 2 (const int)
0:51 'ga' ( global highp int)
0:52 indirect index ( temp highp 2-component vector of float)
0:52 Constant:
0:52 1.000000
0:52 0.000000
0:52 0.000000
0:52 1.000000
0:52 'ga' ( global highp int)
0:53 indirect index ( temp highp float)
0:53 Constant:
0:53 2.000000
0:53 2.000000
0:53 2.000000
0:53 divide ( temp highp int)
0:53 'ga' ( global highp int)
0:53 Constant:
0:53 2 (const int)
0:54 indirect index ( temp highp int)
0:54 'ia' ( temp 9-element array of highp int)
0:54 'ga' ( global highp int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp highp int)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 3 (const int)
0:56 Loop with condition tested first
0:56 Loop Condition
0:56 Compare Greater Than or Equal ( temp bool)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 0 (const int)
0:56 Loop Body
0:57 Sequence
0:57 indirect index ( temp lowp sampler2D)
0:57 'fsa' ( uniform 3-element array of lowp sampler2D)
0:57 'a' ( temp highp int)
0:58 indirect index ( temp highp float)
0:58 'fua' ( uniform 10-element array of highp float)
0:58 add ( temp highp int)
0:58 'a' ( temp highp int)
0:58 Constant:
0:58 2 (const int)
0:59 indirect index ( temp highp 3-component vector of float)
0:59 'am3' ( in highp 3X3 matrix of float)
0:59 component-wise multiply ( temp highp int)
0:59 Constant:
0:59 3 (const int)
0:59 'a' ( temp highp int)
0:60 indirect index ( temp highp float)
0:60 'av2' ( in highp 2-component vector of float)
0:60 component-wise multiply ( temp highp int)
0:60 Constant:
0:60 3 (const int)
0:60 'a' ( temp highp int)
0:61 indirect index ( smooth temp highp 4-component vector of float)
0:61 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:61 subtract ( temp highp int)
0:61 'a' ( temp highp int)
0:61 Constant:
0:61 1 (const int)
0:62 indirect index ( temp highp 2-component vector of float)
0:62 Constant:
0:62 1.000000
0:62 0.000000
0:62 0.000000
0:62 1.000000
0:62 divide ( temp highp int)
0:62 'a' ( temp highp int)
0:62 Constant:
0:62 2 (const int)
0:63 indirect index ( temp highp float)
0:63 Constant:
0:63 2.000000
0:63 2.000000
0:63 2.000000
0:63 'a' ( temp highp int)
0:64 indirect index ( temp highp int)
0:64 'ia' ( temp 9-element array of highp int)
0:64 'a' ( temp highp int)
0:65 indirect index ( temp highp int)
0:65 'ia' ( temp 9-element array of highp int)
0:65 Function Call: bar( ( global highp int)
0:56 Loop Terminal Expression
0:56 Post-Decrement ( temp highp int)
0:56 'a' ( temp highp int)
0:68 direct index ( temp lowp sampler2D)
0:68 'fsa' ( uniform 3-element array of lowp sampler2D)
0:68 Constant:
0:68 2 (const int)
0:69 direct index ( temp highp float)
0:69 'fua' ( uniform 10-element array of highp float)
0:69 Constant:
0:69 3 (const int)
0:70 direct index ( temp highp 3-component vector of float)
0:70 'am3' ( in highp 3X3 matrix of float)
0:70 Constant:
0:70 2 (const int)
0:71 direct index ( temp highp float)
0:71 'av2' ( in highp 2-component vector of float)
0:71 Constant:
0:71 1 (const int)
0:72 direct index ( smooth temp highp 4-component vector of float)
0:72 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:72 Constant:
0:72 1 (const int)
0:73 Constant:
0:73 0.000000
0:73 1.000000
0:74 Constant:
0:74 2.000000
0:75 direct index ( temp highp int)
0:75 'ia' ( temp 9-element array of highp int)
0:75 Constant:
0:75 3 (const int)
0:? Linker Objects
0:? 'ga' ( global highp int)
0:? 'gb' ( global highp int)
0:? 'f' ( global highp float)
0:? 'fsa' ( uniform 3-element array of lowp sampler2D)
0:? 'fua' ( uniform 10-element array of highp float)
0:? 'am3' ( in highp 3X3 matrix of float)
0:? 'av2' ( in highp 2-component vector of float)
0:? 'va' ( smooth out 4-element array of highp 4-component vector of float)
0:? 'm2' ( const highp 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'v3' ( const highp 3-component vector of float)
0:? 2.000000
0:? 2.000000
0:? 2.000000

View File

@ -1,228 +0,0 @@
100scope.vert
ERROR: 0:5: 'a' : redefinition
ERROR: 0:17: 'b' : function name is redeclaration of existing name
ERROR: 0:20: 'c' : redefinition
ERROR: 0:22: 'f' : redefinition
ERROR: 0:24: 'redefinition of built-in function' : not supported with this profile: es
ERROR: 0:24: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 1
ERROR: 0:25: 'redefinition of built-in function' : not supported with this profile: es
ERROR: 0:25: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 1
ERROR: 0:38: 'local function declaration' : not supported with this profile: es
ERROR: 0:43: 'sin' : can't use function syntax on variable
ERROR: 0:57: 'z' : undeclared identifier
ERROR: 0:57: 'z' : redefinition
ERROR: 0:73: 'degrees' : can't use function syntax on variable
ERROR: 0:76: 'vertex-shader struct output' : not supported for this version or the enabled extensions
ERROR: 14 compilation errors. No code generated.
Shader version: 100
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global highp int)
0:3 Function Parameters:
0:3 'a' ( in highp int)
0:3 'b' ( in highp int)
0:3 'c' ( in highp int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp highp float)
0:8 'a' ( temp highp float)
0:8 add ( temp highp float)
0:8 Convert int to float ( temp highp float)
0:8 'a' ( in highp int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in highp int)
0:25 Function Definition: cos(f1; ( global highp float)
0:25 Function Parameters:
0:25 'x' ( in highp float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; ( global bool)
0:29 Function Parameters:
0:29 'x' ( in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp highp int)
0:42 'sin' ( temp highp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; ( global highp int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp highp float)
0:47 'f' ( temp highp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position)
0:49 Construct vec4 ( temp highp 4-component vector of float)
0:49 'f' ( temp highp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp highp int)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp highp int)
0:52 'f' ( temp highp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp highp int)
0:51 'f' ( temp highp int)
0:54 Sequence
0:54 move second child to first child ( temp highp int)
0:54 'x' ( temp highp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp highp float)
0:56 'x' ( temp highp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp highp float)
0:56 'y' ( temp highp float)
0:56 'x' ( temp highp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp highp int)
0:60 'x' ( temp highp int)
0:60 'x' ( temp highp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp highp int x})
0:68 'S' ( temp structure{ temp highp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp highp int)
0:69 'S' ( temp structure{ temp highp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'tan' ( global highp float)
0:? 's' ( smooth out structure{ global highp float f})
Linked vertex stage:
ERROR: Linking vertex stage: No function definition (body) found:
g(
Shader version: 100
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global highp int)
0:3 Function Parameters:
0:3 'a' ( in highp int)
0:3 'b' ( in highp int)
0:3 'c' ( in highp int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp highp float)
0:8 'a' ( temp highp float)
0:8 add ( temp highp float)
0:8 Convert int to float ( temp highp float)
0:8 'a' ( in highp int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in highp int)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp highp int)
0:42 'sin' ( temp highp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; ( global highp int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp highp float)
0:47 'f' ( temp highp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position)
0:49 Construct vec4 ( temp highp 4-component vector of float)
0:49 'f' ( temp highp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp highp int)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp highp int)
0:52 'f' ( temp highp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp highp int)
0:51 'f' ( temp highp int)
0:54 Sequence
0:54 move second child to first child ( temp highp int)
0:54 'x' ( temp highp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp highp float)
0:56 'x' ( temp highp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp highp float)
0:56 'y' ( temp highp float)
0:56 'x' ( temp highp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp highp int)
0:60 'x' ( temp highp int)
0:60 'x' ( temp highp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp highp int x})
0:68 'S' ( temp structure{ temp highp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp highp int)
0:69 'S' ( temp structure{ temp highp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'tan' ( global highp float)
0:? 's' ( smooth out structure{ global highp float f})

View File

@ -1,276 +0,0 @@
110scope.vert
ERROR: 0:5: 'a' : redefinition
ERROR: 0:57: 'z' : undeclared identifier
ERROR: 0:57: 'z' : redefinition
ERROR: 0:83: 'S' : redefinition struct
ERROR: 4 compilation errors. No code generated.
Shader version: 110
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global int)
0:3 Function Parameters:
0:3 'a' ( in int)
0:3 'b' ( in int)
0:3 'c' ( in int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'a' ( temp float)
0:8 add ( temp float)
0:8 Convert int to float ( temp float)
0:8 'a' ( in int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in int)
0:25 Function Definition: cos(f1; ( global float)
0:25 Function Parameters:
0:25 'x' ( in float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; ( global bool)
0:29 Function Parameters:
0:29 'x' ( in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:34 Sequence
0:34 move second child to first child ( temp int)
0:34 'gi' ( global int)
0:34 Function Call: f(i1;i1;i1; ( global int)
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 2 (const int)
0:34 Constant:
0:34 3 (const int)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp int)
0:42 'sin' ( temp float)
0:43 Function Call: sin(f1; ( global float)
0:43 Constant:
0:43 0.700000
0:44 Function Call: f(i1;i1;i1; ( global int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp float)
0:47 'f' ( temp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'gl_Position' ( gl_Position 4-component vector of float Position)
0:49 Construct vec4 ( temp 4-component vector of float)
0:49 'f' ( temp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp int)
0:51 'f' ( temp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp int)
0:52 'f' ( temp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp int)
0:51 'f' ( temp int)
0:54 Sequence
0:54 move second child to first child ( temp int)
0:54 'x' ( temp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp float)
0:56 'x' ( temp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp float)
0:56 'y' ( temp float)
0:56 'x' ( temp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp int)
0:60 'x' ( temp int)
0:60 'x' ( temp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp int x})
0:68 'S' ( temp structure{ temp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp int)
0:69 'S' ( temp structure{ temp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 183.346494
0:? Sequence
0:77 move second child to first child ( temp int)
0:77 x: direct index for structure ( temp int)
0:77 's' ( temp structure{ temp int x})
0:77 Constant:
0:77 0 (const int)
0:77 Constant:
0:77 3 (const int)
0:82 move second child to first child ( temp bool)
0:82 b: direct index for structure ( temp bool)
0:82 't' ( temp structure{ temp bool b})
0:82 Constant:
0:82 0 (const int)
0:82 Constant:
0:82 true (const bool)
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'c' ( global bool)
0:? 'f' ( global float)
0:? 'tan' ( global float)
0:? 'gi' ( global int)
Linked vertex stage:
ERROR: Linking vertex stage: No function definition (body) found:
sin(f1;
ERROR: Linking vertex stage: No function definition (body) found:
g(
Shader version: 110
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global int)
0:3 Function Parameters:
0:3 'a' ( in int)
0:3 'b' ( in int)
0:3 'c' ( in int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'a' ( temp float)
0:8 add ( temp float)
0:8 Convert int to float ( temp float)
0:8 'a' ( in int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in int)
0:34 Sequence
0:34 move second child to first child ( temp int)
0:34 'gi' ( global int)
0:34 Function Call: f(i1;i1;i1; ( global int)
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 2 (const int)
0:34 Constant:
0:34 3 (const int)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp int)
0:42 'sin' ( temp float)
0:43 Function Call: sin(f1; ( global float)
0:43 Constant:
0:43 0.700000
0:44 Function Call: f(i1;i1;i1; ( global int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp float)
0:47 'f' ( temp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'gl_Position' ( gl_Position 4-component vector of float Position)
0:49 Construct vec4 ( temp 4-component vector of float)
0:49 'f' ( temp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp int)
0:51 'f' ( temp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp int)
0:52 'f' ( temp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp int)
0:51 'f' ( temp int)
0:54 Sequence
0:54 move second child to first child ( temp int)
0:54 'x' ( temp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp float)
0:56 'x' ( temp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp float)
0:56 'y' ( temp float)
0:56 'x' ( temp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp int)
0:60 'x' ( temp int)
0:60 'x' ( temp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp int x})
0:68 'S' ( temp structure{ temp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp int)
0:69 'S' ( temp structure{ temp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 183.346494
0:? Sequence
0:77 move second child to first child ( temp int)
0:77 x: direct index for structure ( temp int)
0:77 's' ( temp structure{ temp int x})
0:77 Constant:
0:77 0 (const int)
0:77 Constant:
0:77 3 (const int)
0:82 move second child to first child ( temp bool)
0:82 b: direct index for structure ( temp bool)
0:82 't' ( temp structure{ temp bool b})
0:82 Constant:
0:82 0 (const int)
0:82 Constant:
0:82 true (const bool)
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'c' ( global bool)
0:? 'f' ( global float)
0:? 'tan' ( global float)
0:? 'gi' ( global int)

View File

@ -1,699 +0,0 @@
120.frag
ERROR: 0:9: 'in for stage inputs' : not supported for this version or the enabled extensions
ERROR: 0:10: 'out for stage outputs' : not supported for this version or the enabled extensions
ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp 2-component vector of float' and a right operand of type ' temp 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' uniform 4X2 matrix of float' and a right operand of type ' temp 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:56: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' uniform 4X2 matrix of float' and a right operand of type ' smooth in 4-component vector of float' (or there is no acceptable conversion)
ERROR: 0:57: '=' : cannot convert from ' const float' to ' temp int'
ERROR: 0:58: 'assign' : cannot convert from ' temp bool' to ' temp float'
ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp int' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp int' (or there is no acceptable conversion)
ERROR: 0:60: 'assign' : cannot convert from ' temp bool' to ' temp float'
ERROR: 0:61: 'assign' : cannot convert from ' temp int' to ' temp bool'
ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp float' (or there is no acceptable conversion)
ERROR: 0:63: 'bitwise-or assign' : not supported for this version or the enabled extensions
ERROR: 0:63: 'assign' : cannot convert from ' temp bool' to ' temp float'
ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' temp 4-component vector of float' and a right operand of type ' temp 4X4 matrix of float' (or there is no acceptable conversion)
ERROR: 0:79: 'assign' : cannot convert from ' temp 4X4 matrix of float' to ' fragColor 4-component vector of float FragColor'
ERROR: 0:82: 'xr' : vector swizzle selectors not from the same set
ERROR: 0:83: 'xyxyx' : vector swizzle too long
ERROR: 0:84: 'z' : vector swizzle selection out of range
ERROR: 0:85: 'assign' : l-value required
ERROR: 0:91: 'main' : overloaded functions must have the same return type
ERROR: 0:91: 'main' : function already has a body
ERROR: 0:91: 'int' : entry point cannot return a value
ERROR: 0:92: 'main' : function cannot take any parameter(s)
ERROR: 0:94: 'a' : variables with qualifier 'const' must be initialized
ERROR: 0:97: 'out' : overloaded functions must have the same parameter storage qualifiers for argument 1
ERROR: 0:99: 'return' : type does not match, or is not convertible to, the function's return type
ERROR: 0:115: 'return' : void function cannot return a value
ERROR: 0:125: 'gl_TexCoord' : redeclaration of array with size
ERROR: 0:152: 'matrixCompMult' : no matching overloaded function found
ERROR: 0:152: '=' : cannot convert from ' const float' to ' temp 3X2 matrix of float'
ERROR: 0:153: 'matrixCompMult' : no matching overloaded function found
ERROR: 0:153: '=' : cannot convert from ' const float' to ' temp 3X4 matrix of float'
ERROR: 0:160: 'constructor' : not enough data provided for construction
ERROR: 0:160: '=' : cannot convert from ' const float' to ' temp 4X4 matrix of float'
ERROR: 0:161: 'constructor' : too many arguments
ERROR: 0:161: '=' : cannot convert from ' const float' to ' temp 4X4 matrix of float'
ERROR: 0:165: 'constructor' : matrix constructed from matrix can only have one argument
ERROR: 0:166: 'constructor' : matrix constructed from matrix can only have one argument
ERROR: 0:172: 'constructor' : array constructor needs one argument per array element
ERROR: 0:172: '=' : cannot convert from ' const float' to ' temp 2-element array of 3X3 matrix of float'
ERROR: 0:184: 'texture2DLod' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:185: 'texture3DProjLod' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:186: 'texture1DProjLod' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:187: 'shadow2DProjLod' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:189: 'texture1DGradARB' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:190: 'texture2DProjGradARB' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:191: 'shadow2DProjGradARB' : required extension not requested: GL_ARB_shader_texture_lod
ERROR: 0:209: 'shadow2DRectProjGradARB' : no matching overloaded function found
ERROR: 0:209: 'assign' : cannot convert from ' const float' to ' temp 4-component vector of float'
ERROR: 0:212: 'sampler2DRect' : Reserved word.
ERROR: 0:244: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' global void' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:245: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type ' const int' and a right operand of type ' global void' (or there is no acceptable conversion)
ERROR: 0:248: 'explicit types' : required extension not requested: Possible extensions include:
GL_AMD_gpu_shader_half_float
GL_KHX_shader_explicit_arithmetic_types
GL_KHX_shader_explicit_arithmetic_types_float16
ERROR: 0:248: 'half floating-point suffix' : not supported with this profile: none
ERROR: 0:248: '' : syntax error, unexpected IDENTIFIER, expecting COMMA or SEMICOLON
ERROR: 56 compilation errors. No code generated.
Shader version: 120
Requested GL_ARB_shader_texture_lod
Requested GL_ARB_texture_rectangle
ERROR: node is still EOpNull!
0:21 Function Definition: main( ( global void)
0:21 Function Parameters:
0:23 Sequence
0:23 Sequence
0:23 move second child to first child ( temp 2X3 matrix of float)
0:23 'm23' ( temp 2X3 matrix of float)
0:23 Construct mat2x3 ( temp 2X3 matrix of float)
0:23 'm' ( uniform 4X2 matrix of float)
0:27 Sequence
0:27 move second child to first child ( temp structure{ global float f})
0:27 'sv' ( temp structure{ global float f})
0:27 Construct structure ( temp structure{ global float f})
0:27 Convert int to float ( temp float)
0:27 'a' ( temp int)
0:28 Sequence
0:28 move second child to first child ( temp 2-element array of float)
0:28 'ia' ( temp 2-element array of float)
0:28 Construct float ( temp 2-element array of float)
0:28 Constant:
0:28 3.000000
0:28 direct index ( temp float)
0:28 'i' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:29 Sequence
0:29 move second child to first child ( temp float)
0:29 'f1' ( temp float)
0:29 Constant:
0:29 1.000000
0:30 Sequence
0:30 move second child to first child ( temp float)
0:30 'f' ( temp float)
0:30 Convert int to float ( temp float)
0:30 'a' ( temp int)
0:31 move second child to first child ( temp float)
0:31 'f' ( temp float)
0:31 Convert int to float ( temp float)
0:31 'a' ( temp int)
0:33 Sequence
0:33 move second child to first child ( temp 3-component vector of float)
0:33 'v3' ( temp 3-component vector of float)
0:33 Convert int to float ( temp 3-component vector of float)
0:33 'iv3' ( temp 3-component vector of int)
0:34 move second child to first child ( temp float)
0:34 'f' ( temp float)
0:34 add ( temp float)
0:34 'f' ( temp float)
0:34 Convert int to float ( temp float)
0:34 'a' ( temp int)
0:35 move second child to first child ( temp float)
0:35 'f' ( temp float)
0:35 subtract ( temp float)
0:35 Convert int to float ( temp float)
0:35 'a' ( temp int)
0:35 'f' ( temp float)
0:36 add second child into first child ( temp float)
0:36 'f' ( temp float)
0:36 Convert int to float ( temp float)
0:36 'a' ( temp int)
0:37 move second child to first child ( temp float)
0:37 'f' ( temp float)
0:37 subtract ( temp float)
0:37 Convert int to float ( temp float)
0:37 'a' ( temp int)
0:37 'f' ( temp float)
0:38 multiply second child into first child ( temp 3-component vector of float)
0:38 'v3' ( temp 3-component vector of float)
0:38 Convert int to float ( temp 3-component vector of float)
0:38 'iv3' ( temp 3-component vector of int)
0:39 move second child to first child ( temp 3-component vector of float)
0:39 'v3' ( temp 3-component vector of float)
0:39 divide ( temp 3-component vector of float)
0:39 Convert int to float ( temp 3-component vector of float)
0:39 'iv3' ( temp 3-component vector of int)
0:39 Constant:
0:39 2.000000
0:40 move second child to first child ( temp 3-component vector of float)
0:40 'v3' ( temp 3-component vector of float)
0:40 vector-scale ( temp 3-component vector of float)
0:40 Constant:
0:40 3.000000
0:40 Convert int to float ( temp 3-component vector of float)
0:40 'iv3' ( temp 3-component vector of int)
0:41 move second child to first child ( temp 3-component vector of float)
0:41 'v3' ( temp 3-component vector of float)
0:41 vector-scale ( temp 3-component vector of float)
0:41 Constant:
0:41 2.000000
0:41 'v3' ( temp 3-component vector of float)
0:42 move second child to first child ( temp 3-component vector of float)
0:42 'v3' ( temp 3-component vector of float)
0:42 subtract ( temp 3-component vector of float)
0:42 'v3' ( temp 3-component vector of float)
0:42 Constant:
0:42 2.000000
0:43 Test condition and select ( temp void)
0:43 Condition
0:47 logical-or ( temp bool)
0:46 logical-or ( temp bool)
0:45 logical-or ( temp bool)
0:44 logical-or ( temp bool)
0:43 logical-or ( temp bool)
0:43 Compare Less Than ( temp bool)
0:43 'f' ( temp float)
0:43 Convert int to float ( temp float)
0:43 'a' ( temp int)
0:44 Compare Less Than or Equal ( temp bool)
0:44 Convert int to float ( temp float)
0:44 'a' ( temp int)
0:44 'f' ( temp float)
0:45 Compare Greater Than ( temp bool)
0:45 'f' ( temp float)
0:45 Convert int to float ( temp float)
0:45 'a' ( temp int)
0:46 Compare Greater Than or Equal ( temp bool)
0:46 'f' ( temp float)
0:46 Convert int to float ( temp float)
0:46 'a' ( temp int)
0:47 Compare Equal ( temp bool)
0:47 Convert int to float ( temp float)
0:47 'a' ( temp int)
0:47 'f' ( temp float)
0:48 Compare Not Equal ( temp bool)
0:48 'f' ( temp float)
0:48 Convert int to float ( temp float)
0:48 'a' ( temp int)
0:43 true case is null
0:49 move second child to first child ( temp float)
0:49 'f' ( temp float)
0:49 Test condition and select ( temp float)
0:49 Condition
0:49 'b' ( temp bool)
0:49 true case
0:49 Convert int to float ( temp float)
0:49 'a' ( temp int)
0:49 false case
0:49 'f' ( temp float)
0:50 move second child to first child ( temp float)
0:50 'f' ( temp float)
0:50 Test condition and select ( temp float)
0:50 Condition
0:50 'b' ( temp bool)
0:50 true case
0:50 'f' ( temp float)
0:50 false case
0:50 Convert int to float ( temp float)
0:50 'a' ( temp int)
0:51 move second child to first child ( temp float)
0:51 'f' ( temp float)
0:51 Convert int to float ( temp float)
0:51 Test condition and select ( temp int)
0:51 Condition
0:51 'b' ( temp bool)
0:51 true case
0:51 'a' ( temp int)
0:51 false case
0:51 'a' ( temp int)
0:52 Sequence
0:52 move second child to first child ( temp structure{ global float f})
0:52 'news' ( temp structure{ global float f})
0:52 'sv' ( temp structure{ global float f})
0:54 vector swizzle ( temp 2-component vector of float)
0:54 'i' ( smooth in 4-component vector of float)
0:54 Sequence
0:54 Constant:
0:54 0 (const int)
0:54 Constant:
0:54 1 (const int)
0:55 'm' ( uniform 4X2 matrix of float)
0:56 'm' ( uniform 4X2 matrix of float)
0:58 'f' ( temp float)
0:59 move second child to first child ( temp float)
0:59 'f' ( temp float)
0:59 Convert int to float ( temp float)
0:59 'a' ( temp int)
0:60 'f' ( temp float)
0:61 'b' ( temp bool)
0:62 move second child to first child ( temp bool)
0:62 'b' ( temp bool)
0:62 'b' ( temp bool)
0:63 'f' ( temp float)
0:65 move second child to first child ( temp 4-component vector of float)
0:65 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:65 texture ( global 4-component vector of float)
0:65 's2D' ( uniform sampler2D)
0:65 'centTexCoord' ( centroid smooth in 2-component vector of float)
0:? Sequence
0:79 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:82 direct index ( temp float)
0:82 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:82 Constant:
0:82 0 (const int)
0:83 vector swizzle ( temp 2-component vector of float)
0:83 vector swizzle ( temp 4-component vector of float)
0:83 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:83 Sequence
0:83 Constant:
0:83 0 (const int)
0:83 Constant:
0:83 1 (const int)
0:83 Constant:
0:83 0 (const int)
0:83 Constant:
0:83 1 (const int)
0:83 Sequence
0:83 Constant:
0:83 0 (const int)
0:83 Constant:
0:83 1 (const int)
0:84 direct index ( temp float)
0:84 'centTexCoord' ( centroid smooth in 2-component vector of float)
0:84 Constant:
0:84 0 (const int)
0:85 move second child to first child ( temp bool)
0:85 Comma ( temp bool)
0:85 'a' ( temp int)
0:85 'b' ( temp bool)
0:85 Constant:
0:85 true (const bool)
0:91 Function Definition: main( ( global int)
0:91 Function Parameters:
0:92 Function Definition: main(i1; ( global void)
0:92 Function Parameters:
0:92 'a' ( in int)
0:97 Function Definition: foo(f1; ( global int)
0:97 Function Parameters:
0:97 'a' ( out float)
0:99 Sequence
0:99 Branch: Return with expression
0:99 Constant:
0:99 3.200000
0:100 Function Call: foo(f1; ( global int)
0:100 'a' ( out float)
0:103 Function Definition: gen(vf3; ( global bool)
0:103 Function Parameters:
0:103 'v' ( in 3-component vector of float)
0:105 Sequence
0:105 Test condition and select ( temp void)
0:105 Condition
0:105 logical-and ( temp bool)
0:105 Compare Less Than ( temp bool)
0:105 Absolute value ( global float)
0:105 direct index ( temp float)
0:105 'v' ( in 3-component vector of float)
0:105 Constant:
0:105 0 (const int)
0:105 Constant:
0:105 0.000100
0:105 Compare Less Than ( temp bool)
0:105 Absolute value ( global float)
0:105 direct index ( temp float)
0:105 'v' ( in 3-component vector of float)
0:105 Constant:
0:105 1 (const int)
0:105 Constant:
0:105 0.000100
0:105 true case
0:106 Branch: Return with expression
0:106 Constant:
0:106 true (const bool)
0:109 Function Definition: v1( ( global void)
0:109 Function Parameters:
0:113 Function Definition: v2( ( global void)
0:113 Function Parameters:
0:115 Sequence
0:115 Branch: Return
0:118 Function Definition: atest( ( global void)
0:118 Function Parameters:
0:120 Sequence
0:120 Sequence
0:120 move second child to first child ( temp 4-component vector of float)
0:120 'v' ( temp 4-component vector of float)
0:120 direct index ( smooth temp 4-component vector of float TexCoord)
0:120 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord)
0:120 Constant:
0:120 1 (const int)
0:121 add second child into first child ( temp 4-component vector of float)
0:121 'v' ( temp 4-component vector of float)
0:121 direct index ( smooth temp 4-component vector of float TexCoord)
0:121 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord)
0:121 Constant:
0:121 3 (const int)
0:139 Function Definition: foo123( ( global void)
0:139 Function Parameters:
0:141 Sequence
0:141 Sequence
0:141 move second child to first child ( temp 2X2 matrix of float)
0:141 'r2' ( temp 2X2 matrix of float)
0:141 component-wise multiply ( global 2X2 matrix of float)
0:141 'm22' ( global 2X2 matrix of float)
0:141 'm22' ( global 2X2 matrix of float)
0:142 Sequence
0:142 move second child to first child ( temp 3X3 matrix of float)
0:142 'r3' ( temp 3X3 matrix of float)
0:142 component-wise multiply ( global 3X3 matrix of float)
0:142 'm33' ( global 3X3 matrix of float)
0:142 'm33' ( global 3X3 matrix of float)
0:143 Sequence
0:143 move second child to first child ( temp 4X4 matrix of float)
0:143 'r4' ( temp 4X4 matrix of float)
0:143 component-wise multiply ( global 4X4 matrix of float)
0:143 'm44' ( global 4X4 matrix of float)
0:143 'm44' ( global 4X4 matrix of float)
0:145 Sequence
0:145 move second child to first child ( temp 2X3 matrix of float)
0:145 'r23' ( temp 2X3 matrix of float)
0:145 component-wise multiply ( global 2X3 matrix of float)
0:145 'm23' ( global 2X3 matrix of float)
0:145 'm23' ( global 2X3 matrix of float)
0:146 Sequence
0:146 move second child to first child ( temp 2X4 matrix of float)
0:146 'r24' ( temp 2X4 matrix of float)
0:146 component-wise multiply ( global 2X4 matrix of float)
0:146 'm24' ( global 2X4 matrix of float)
0:146 'm24' ( global 2X4 matrix of float)
0:147 Sequence
0:147 move second child to first child ( temp 3X2 matrix of float)
0:147 'r32' ( temp 3X2 matrix of float)
0:147 component-wise multiply ( global 3X2 matrix of float)
0:147 'm32' ( global 3X2 matrix of float)
0:147 'm32' ( global 3X2 matrix of float)
0:148 Sequence
0:148 move second child to first child ( temp 3X4 matrix of float)
0:148 'r34' ( temp 3X4 matrix of float)
0:148 component-wise multiply ( global 3X4 matrix of float)
0:148 'm34' ( global 3X4 matrix of float)
0:148 'm34' ( global 3X4 matrix of float)
0:149 Sequence
0:149 move second child to first child ( temp 4X2 matrix of float)
0:149 'r42' ( temp 4X2 matrix of float)
0:149 component-wise multiply ( global 4X2 matrix of float)
0:149 'm42' ( global 4X2 matrix of float)
0:149 'm42' ( global 4X2 matrix of float)
0:150 Sequence
0:150 move second child to first child ( temp 4X3 matrix of float)
0:150 'r43' ( temp 4X3 matrix of float)
0:150 component-wise multiply ( global 4X3 matrix of float)
0:150 'm43' ( global 4X3 matrix of float)
0:150 'm43' ( global 4X3 matrix of float)
0:156 Function Definition: matConst( ( global void)
0:156 Function Parameters:
0:? Sequence
0:162 Sequence
0:162 move second child to first child ( temp 4X4 matrix of float)
0:162 'm4g' ( temp 4X4 matrix of float)
0:162 Construct mat4 ( temp 4X4 matrix of float)
0:162 'v2' ( temp 2-component vector of float)
0:162 'v3' ( temp 3-component vector of float)
0:162 'v3' ( temp 3-component vector of float)
0:162 'v3' ( temp 3-component vector of float)
0:162 'v3' ( temp 3-component vector of float)
0:162 'v3' ( temp 3-component vector of float)
0:163 Sequence
0:163 move second child to first child ( temp 4X4 matrix of float)
0:163 'm4' ( temp 4X4 matrix of float)
0:163 Construct mat4 ( temp 4X4 matrix of float)
0:163 'v2' ( temp 2-component vector of float)
0:163 'v3' ( temp 3-component vector of float)
0:163 'v3' ( temp 3-component vector of float)
0:163 'v3' ( temp 3-component vector of float)
0:163 'v3' ( temp 3-component vector of float)
0:163 'v2' ( temp 2-component vector of float)
0:164 Sequence
0:164 move second child to first child ( temp 3X3 matrix of float)
0:164 'm3' ( temp 3X3 matrix of float)
0:164 Construct mat3 ( temp 3X3 matrix of float)
0:164 'm4' ( temp 4X4 matrix of float)
0:165 Sequence
0:165 move second child to first child ( temp 3X3 matrix of float)
0:165 'm3b1' ( temp 3X3 matrix of float)
0:165 Construct mat3 ( temp 3X3 matrix of float)
0:165 'm4' ( temp 4X4 matrix of float)
0:165 'v2' ( temp 2-component vector of float)
0:166 Sequence
0:166 move second child to first child ( temp 3X3 matrix of float)
0:166 'm3b2' ( temp 3X3 matrix of float)
0:166 Construct mat3 ( temp 3X3 matrix of float)
0:166 'm4' ( temp 4X4 matrix of float)
0:166 'm4' ( temp 4X4 matrix of float)
0:167 Sequence
0:167 move second child to first child ( temp 3X2 matrix of float)
0:167 'm32' ( temp 3X2 matrix of float)
0:167 Construct mat3x2 ( temp 3X2 matrix of float)
0:167 'm4' ( temp 4X4 matrix of float)
0:168 Sequence
0:168 move second child to first child ( temp 4X4 matrix of float)
0:168 'm4c' ( temp 4X4 matrix of float)
0:168 Construct mat4 ( temp 4X4 matrix of float)
0:168 'm32' ( temp 3X2 matrix of float)
0:169 Sequence
0:169 move second child to first child ( temp 3X3 matrix of float)
0:169 'm3s' ( temp 3X3 matrix of float)
0:169 Construct mat3 ( temp 3X3 matrix of float)
0:169 direct index ( temp float)
0:169 'v2' ( temp 2-component vector of float)
0:169 Constant:
0:169 0 (const int)
0:171 Sequence
0:171 move second child to first child ( temp 2-element array of 3X3 matrix of float)
0:171 'm3a1' ( temp 2-element array of 3X3 matrix of float)
0:171 Construct mat3 ( temp 2-element array of 3X3 matrix of float)
0:171 'm3s' ( temp 3X3 matrix of float)
0:171 'm3s' ( temp 3X3 matrix of float)
0:179 Function Definition: foo2323( ( global void)
0:179 Function Parameters:
0:? Sequence
0:184 move second child to first child ( temp 4-component vector of float)
0:184 'v' ( temp 4-component vector of float)
0:184 textureLod ( global 4-component vector of float)
0:184 's2D' ( uniform sampler2D)
0:184 'v2' ( temp 2-component vector of float)
0:184 'f' ( temp float)
0:185 move second child to first child ( temp 4-component vector of float)
0:185 'v' ( temp 4-component vector of float)
0:185 textureProjLod ( global 4-component vector of float)
0:185 's3D' ( uniform sampler3D)
0:185 'v' ( temp 4-component vector of float)
0:185 'f' ( temp float)
0:186 move second child to first child ( temp 4-component vector of float)
0:186 'v' ( temp 4-component vector of float)
0:186 textureProjLod ( global 4-component vector of float)
0:186 's1D' ( uniform sampler1D)
0:186 'v' ( temp 4-component vector of float)
0:186 'f' ( temp float)
0:187 move second child to first child ( temp 4-component vector of float)
0:187 'v' ( temp 4-component vector of float)
0:187 textureProjLod ( global 4-component vector of float)
0:187 's2DS' ( uniform sampler2DShadow)
0:187 'v' ( temp 4-component vector of float)
0:187 'f' ( temp float)
0:189 move second child to first child ( temp 4-component vector of float)
0:189 'v' ( temp 4-component vector of float)
0:189 textureGrad ( global 4-component vector of float)
0:189 's1D' ( uniform sampler1D)
0:189 'f' ( temp float)
0:189 'f' ( temp float)
0:189 'f' ( temp float)
0:190 move second child to first child ( temp 4-component vector of float)
0:190 'v' ( temp 4-component vector of float)
0:190 textureProjGrad ( global 4-component vector of float)
0:190 's2D' ( uniform sampler2D)
0:190 'v' ( temp 4-component vector of float)
0:190 'v2' ( temp 2-component vector of float)
0:190 'v2' ( temp 2-component vector of float)
0:191 move second child to first child ( temp 4-component vector of float)
0:191 'v' ( temp 4-component vector of float)
0:191 textureProjGrad ( global 4-component vector of float)
0:191 's2DS' ( uniform sampler2DShadow)
0:191 'v' ( temp 4-component vector of float)
0:191 'v2' ( temp 2-component vector of float)
0:191 'v2' ( temp 2-component vector of float)
0:196 Function Definition: foo2324( ( global void)
0:196 Function Parameters:
0:? Sequence
0:201 move second child to first child ( temp 4-component vector of float)
0:201 'v' ( temp 4-component vector of float)
0:201 textureLod ( global 4-component vector of float)
0:201 's2D' ( uniform sampler2D)
0:201 'v2' ( temp 2-component vector of float)
0:201 'f' ( temp float)
0:202 move second child to first child ( temp 4-component vector of float)
0:202 'v' ( temp 4-component vector of float)
0:202 textureProjLod ( global 4-component vector of float)
0:202 's3D' ( uniform sampler3D)
0:202 'v' ( temp 4-component vector of float)
0:202 'f' ( temp float)
0:203 move second child to first child ( temp 4-component vector of float)
0:203 'v' ( temp 4-component vector of float)
0:203 textureProjLod ( global 4-component vector of float)
0:203 's1D' ( uniform sampler1D)
0:203 'v' ( temp 4-component vector of float)
0:203 'f' ( temp float)
0:204 move second child to first child ( temp 4-component vector of float)
0:204 'v' ( temp 4-component vector of float)
0:204 textureProjLod ( global 4-component vector of float)
0:204 's2DS' ( uniform sampler2DShadow)
0:204 'v' ( temp 4-component vector of float)
0:204 'f' ( temp float)
0:206 move second child to first child ( temp 4-component vector of float)
0:206 'v' ( temp 4-component vector of float)
0:206 textureGrad ( global 4-component vector of float)
0:206 's1D' ( uniform sampler1D)
0:206 'f' ( temp float)
0:206 'f' ( temp float)
0:206 'f' ( temp float)
0:207 move second child to first child ( temp 4-component vector of float)
0:207 'v' ( temp 4-component vector of float)
0:207 textureProjGrad ( global 4-component vector of float)
0:207 's2D' ( uniform sampler2D)
0:207 'v' ( temp 4-component vector of float)
0:207 'v2' ( temp 2-component vector of float)
0:207 'v2' ( temp 2-component vector of float)
0:208 move second child to first child ( temp 4-component vector of float)
0:208 'v' ( temp 4-component vector of float)
0:208 textureProjGrad ( global 4-component vector of float)
0:208 's2DS' ( uniform sampler2DShadow)
0:208 'v' ( temp 4-component vector of float)
0:208 'v2' ( temp 2-component vector of float)
0:208 'v2' ( temp 2-component vector of float)
0:209 'v' ( temp 4-component vector of float)
0:214 Function Definition: foo121111( ( global void)
0:214 Function Parameters:
0:? Sequence
0:217 Sequence
0:217 move second child to first child ( temp 4-component vector of float)
0:217 'v' ( temp 4-component vector of float)
0:217 texture ( global 4-component vector of float)
0:217 's2DRbad' ( uniform sampler2DRect)
0:217 'v2' ( temp 2-component vector of float)
0:225 Function Definition: foo12111( ( global void)
0:225 Function Parameters:
0:? Sequence
0:231 move second child to first child ( temp 4-component vector of float)
0:231 'v' ( temp 4-component vector of float)
0:231 texture ( global 4-component vector of float)
0:231 's2DR' ( uniform sampler2DRect)
0:231 'v2' ( temp 2-component vector of float)
0:232 move second child to first child ( temp 4-component vector of float)
0:232 'v' ( temp 4-component vector of float)
0:232 textureProj ( global 4-component vector of float)
0:232 's2DR' ( uniform sampler2DRect)
0:232 'v3' ( temp 3-component vector of float)
0:233 move second child to first child ( temp 4-component vector of float)
0:233 'v' ( temp 4-component vector of float)
0:233 textureProj ( global 4-component vector of float)
0:233 's2DR' ( uniform sampler2DRect)
0:233 'v4' ( temp 4-component vector of float)
0:234 move second child to first child ( temp 4-component vector of float)
0:234 'v' ( temp 4-component vector of float)
0:234 texture ( global 4-component vector of float)
0:234 's2DRS' ( uniform sampler2DRectShadow)
0:234 'v3' ( temp 3-component vector of float)
0:235 move second child to first child ( temp 4-component vector of float)
0:235 'v' ( temp 4-component vector of float)
0:235 textureProj ( global 4-component vector of float)
0:235 's2DRS' ( uniform sampler2DRectShadow)
0:235 'v4' ( temp 4-component vector of float)
0:237 move second child to first child ( temp 4-component vector of float)
0:237 'v' ( temp 4-component vector of float)
0:237 textureProjGrad ( global 4-component vector of float)
0:237 's2DRS' ( uniform sampler2DRectShadow)
0:237 'v' ( temp 4-component vector of float)
0:237 'v2' ( temp 2-component vector of float)
0:237 'v2' ( temp 2-component vector of float)
0:240 Function Definition: voidTernary( ( global void)
0:240 Function Parameters:
0:? Sequence
0:243 Test condition and select ( temp void)
0:243 Condition
0:243 'b' ( temp bool)
0:243 true case
0:243 Function Call: foo121111( ( global void)
0:243 false case
0:243 Function Call: foo12111( ( global void)
0:244 Constant:
0:244 4 (const int)
0:245 Function Call: foo12111( ( global void)
0:? Linker Objects
0:? 'lowp' ( global float)
0:? 'mediump' ( global float)
0:? 'highp' ( global float)
0:? 'precision' ( global float)
0:? 'i' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
0:? 's2D' ( uniform sampler2D)
0:? 'centTexCoord' ( centroid smooth in 2-component vector of float)
0:? 'm' ( uniform 4X2 matrix of float)
0:? 'imageBuffer' ( global float)
0:? 'uimage2DRect' ( global float)
0:? 'a' ( temp int)
0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord)
0:? 'm22' ( global 2X2 matrix of float)
0:? 'm23' ( global 2X3 matrix of float)
0:? 'm24' ( global 2X4 matrix of float)
0:? 'm32' ( global 3X2 matrix of float)
0:? 'm33' ( global 3X3 matrix of float)
0:? 'm34' ( global 3X4 matrix of float)
0:? 'm42' ( global 4X2 matrix of float)
0:? 'm43' ( global 4X3 matrix of float)
0:? 'm44' ( global 4X4 matrix of float)
0:? 's3D' ( uniform sampler3D)
0:? 's1D' ( uniform sampler1D)
0:? 's2DS' ( uniform sampler2DShadow)
0:? 's2DRbad' ( uniform sampler2DRect)
0:? 's2DR' ( uniform sampler2DRect)
0:? 's2DRS' ( uniform sampler2DRectShadow)
0:? 'halfFloat1' ( global float)
Linked fragment stage:
ERROR: Linking fragment stage: Recursion detected:
foo(f1; calling foo(f1;
Shader version: 120
Requested GL_ARB_shader_texture_lod
Requested GL_ARB_texture_rectangle
ERROR: node is still EOpNull!
0:92 Function Definition: main(i1; ( global void)
0:92 Function Parameters:
0:92 'a' ( in int)
0:? Linker Objects
0:? 'lowp' ( global float)
0:? 'mediump' ( global float)
0:? 'highp' ( global float)
0:? 'precision' ( global float)
0:? 'i' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
0:? 's2D' ( uniform sampler2D)
0:? 'centTexCoord' ( centroid smooth in 2-component vector of float)
0:? 'm' ( uniform 4X2 matrix of float)
0:? 'imageBuffer' ( global float)
0:? 'uimage2DRect' ( global float)
0:? 'a' ( temp int)
0:? 'gl_TexCoord' ( smooth in 6-element array of 4-component vector of float TexCoord)
0:? 'm22' ( global 2X2 matrix of float)
0:? 'm23' ( global 2X3 matrix of float)
0:? 'm24' ( global 2X4 matrix of float)
0:? 'm32' ( global 3X2 matrix of float)
0:? 'm33' ( global 3X3 matrix of float)
0:? 'm34' ( global 3X4 matrix of float)
0:? 'm42' ( global 4X2 matrix of float)
0:? 'm43' ( global 4X3 matrix of float)
0:? 'm44' ( global 4X4 matrix of float)
0:? 's3D' ( uniform sampler3D)
0:? 's1D' ( uniform sampler1D)
0:? 's2DS' ( uniform sampler2DShadow)
0:? 's2DRbad' ( uniform sampler2DRect)
0:? 's2DR' ( uniform sampler2DRect)
0:? 's2DRS' ( uniform sampler2DRectShadow)
0:? 'halfFloat1' ( global float)

View File

@ -1,505 +0,0 @@
120.vert
ERROR: 0:3: 'in for stage inputs' : not supported for this version or the enabled extensions
ERROR: 0:4: 'out for stage outputs' : not supported for this version or the enabled extensions
ERROR: 0:11: 'gl_Position' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable
ERROR: 0:12: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:12: '' : replicated qualifiers
ERROR: 0:12: 'foo' : identifier not previously declared
ERROR: 0:21: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:21: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector
ERROR: 0:21: 'assign' : l-value required (can't modify a const)
ERROR: 0:28: 'length' : array must be declared with a size before using this method
ERROR: 0:31: 'length' : incomplete method syntax
ERROR: 0:32: 'length' : method does not accept any arguments
ERROR: 0:33: '.' : cannot apply to an array: flizbit
ERROR: 0:33: '=' : cannot convert from ' temp 7-element array of float' to ' temp int'
ERROR: 0:34: '.' : cannot apply to an array: flizbit
ERROR: 0:34: 'f' : can't use function syntax on variable
ERROR: 0:34: 'a4' : redefinition
ERROR: 0:35: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:36: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:37: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:37: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:38: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:39: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:40: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:40: 'constructor' : array constructor needs one argument per array element
ERROR: 0:40: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:40: '=' : cannot convert from ' const float' to ' temp 2-element array of 3-element array of float'
ERROR: 0:41: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:41: 'constructor' : array constructor needs one argument per array element
ERROR: 0:41: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:41: '=' : cannot convert from ' const float' to ' temp 2-element array of 3-element array of float'
ERROR: 0:50: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:51: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:52: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:53: 'arrays of arrays' : not supported with this profile: none
ERROR: 0:56: 'out' : overloaded functions must have the same parameter storage qualifiers for argument 1
ERROR: 0:57: 'overloadA' : overloaded functions must have the same return type
ERROR: 0:87: 'overloadC' : no matching overloaded function found
ERROR: 0:90: 'overloadC' : no matching overloaded function found
ERROR: 0:95: 'overloadD' : ambiguous function signature match: multiple signatures match under implicit type conversion
ERROR: 0:98: 'overloadB' : can't use function syntax on variable
ERROR: 0:106: 'overloadC' : no matching overloaded function found
ERROR: 0:107: 'overloadE' : no matching overloaded function found
ERROR: 0:108: 'overloadE' : no matching overloaded function found
ERROR: 0:111: 'overloadE' : no matching overloaded function found
ERROR: 0:117: 'overloadF' : no matching overloaded function found
ERROR: 0:121: 'gl_TexCoord array size' : must be less than or equal to gl_MaxTextureCoords (32)
ERROR: 0:165: 'switch' : Reserved word.
ERROR: 0:171: 'default' : Reserved word.
ERROR: 0:165: 'switch statements' : not supported for this version or the enabled extensions
ERROR: 0:176: 'bit shift left' : not supported for this version or the enabled extensions
ERROR: 0:176: 'bit shift right' : not supported for this version or the enabled extensions
ERROR: 0:176: 'bitwise and' : not supported for this version or the enabled extensions
ERROR: 0:176: 'bitwise inclusive or' : not supported for this version or the enabled extensions
ERROR: 0:179: 'modf' : no matching overloaded function found
ERROR: 0:179: '=' : cannot convert from ' const float' to ' temp 3-component vector of float'
ERROR: 0:180: 'trunc' : no matching overloaded function found
ERROR: 0:181: 'round' : no matching overloaded function found
ERROR: 0:181: '=' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:182: 'roundEven' : no matching overloaded function found
ERROR: 0:182: '=' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:183: 'isnan' : no matching overloaded function found
ERROR: 0:183: '=' : cannot convert from ' const float' to ' temp 2-component vector of bool'
ERROR: 0:184: 'isinf' : no matching overloaded function found
ERROR: 0:184: '=' : cannot convert from ' const float' to ' temp 4-component vector of bool'
ERROR: 0:186: 'sinh' : no matching overloaded function found
ERROR: 0:187: 'cosh' : no matching overloaded function found
ERROR: 0:187: 'tanh' : no matching overloaded function found
ERROR: 0:188: 'c4D' : undeclared identifier
ERROR: 0:188: 'asinh' : no matching overloaded function found
ERROR: 0:188: 'acosh' : no matching overloaded function found
ERROR: 0:189: 'atanh' : no matching overloaded function found
ERROR: 0:191: 'gl_VertexID' : undeclared identifier
ERROR: 0:191: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:192: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:192: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector
ERROR: 0:192: 'assign' : l-value required (can't modify a const)
ERROR: 0:195: 'gl_ModelViewMatrix' : identifiers starting with "gl_" are reserved
ERROR: 0:200: 'token pasting (##)' : not supported for this version or the enabled extensions
ERROR: 0:203: 'token pasting (##)' : not supported for this version or the enabled extensions
ERROR: 80 compilation errors. No code generated.
Shader version: 120
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'centTexCoord' ( invariant smooth out 2-component vector of float)
0:17 'attv2' ( in 2-component vector of float)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_Position' ( invariant gl_Position 4-component vector of float Position)
0:18 'attv4' ( in 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
0:20 'attv4' ( in 4-component vector of float)
0:21 move second child to first child ( temp float)
0:21 Constant:
0:21 0.000000
0:21 Constant:
0:21 0.200000
0:25 move second child to first child ( temp 4-component vector of float)
0:25 'gl_Position' ( invariant gl_Position 4-component vector of float Position)
0:25 direct index ( temp 4-component vector of float)
0:25 'b' ( temp 12-element array of 4-component vector of float)
0:25 Constant:
0:25 11 (const int)
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a1' ( temp int)
0:28 Constant:
0:28 1 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'aa' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'a2' ( temp int)
0:32 Sequence
0:32 move second child to first child ( temp int)
0:32 'a3' ( temp int)
0:32 Constant:
0:32 1 (const int)
0:43 move second child to first child ( temp float)
0:43 'gl_PointSize' ( invariant gl_PointSize float PointSize)
0:43 Constant:
0:43 3.800000
0:61 Function Definition: overloadB(f1;f1; ( global void)
0:61 Function Parameters:
0:61 '' ( in float)
0:61 '' ( const (read only) float)
0:78 Function Definition: foo( ( global void)
0:78 Function Parameters:
0:? Sequence
0:83 Function Call: overloadB(f1;f1; ( global void)
0:83 'f' ( temp float)
0:83 'f' ( temp float)
0:84 Function Call: overloadB(f1;f1; ( global void)
0:84 'f' ( temp float)
0:84 Constant:
0:84 2.000000
0:85 Function Call: overloadB(f1;f1; ( global void)
0:85 Constant:
0:85 1.000000
0:85 Convert int to float ( temp float)
0:85 'i' ( temp int)
0:87 Constant:
0:87 0.000000
0:88 Function Call: overloadC(i1;i1; ( global 2-component vector of float)
0:88 Constant:
0:88 1 (const int)
0:88 'i' ( temp int)
0:89 Function Call: overloadC(vf2;vf2; ( global 2-component vector of float)
0:89 Constant:
0:89 1.000000
0:89 1.000000
0:89 Constant:
0:89 2.000000
0:89 2.000000
0:90 Constant:
0:90 0.000000
0:91 Function Call: overloadC(vf2;vf2; ( global 2-component vector of float)
0:91 Constant:
0:91 1.000000
0:91 1.000000
0:91 Constant:
0:91 2.000000
0:91 2.000000
0:93 Function Call: overloadD(i1;f1; ( global 3-component vector of float)
0:93 'i' ( temp int)
0:93 'f' ( temp float)
0:94 Function Call: overloadD(f1;i1; ( global 3-component vector of float)
0:94 'f' ( temp float)
0:94 'i' ( temp int)
0:95 Function Call: overloadD(f1;i1; ( global 3-component vector of float)
0:95 Convert int to float ( temp float)
0:95 'i' ( temp int)
0:95 'i' ( temp int)
0:98 Constant:
0:98 0.000000
0:100 Constant:
0:100 0.841471
0:101 texture ( global 4-component vector of float)
0:101 's2D' ( uniform sampler2D)
0:101 Constant:
0:101 0.000000
0:101 0.000000
0:102 clamp ( global 4-component vector of float)
0:102 'attv4' ( in 4-component vector of float)
0:102 Constant:
0:102 0.000000
0:102 Constant:
0:102 1.000000
0:103 clamp ( global 4-component vector of float)
0:103 Convert int to float ( temp 4-component vector of float)
0:103 Convert float to int ( temp 4-component vector of int)
0:103 'attv4' ( in 4-component vector of float)
0:103 Constant:
0:103 0.000000
0:103 Constant:
0:103 1.000000
0:106 Constant:
0:106 0.000000
0:107 Constant:
0:107 0.000000
0:108 Constant:
0:108 0.000000
0:109 Function Call: overloadE(vf2; ( global 3-component vector of float)
0:109 Constant:
0:109 3.300000
0:109 3.300000
0:110 Function Call: overloadE(mf22; ( global 3-component vector of float)
0:110 Constant:
0:110 0.500000
0:110 0.000000
0:110 0.000000
0:110 0.500000
0:111 Constant:
0:111 0.000000
0:112 Function Call: overloadE(vf2; ( global 3-component vector of float)
0:112 Constant:
0:112 1.000000
0:112 1.000000
0:115 Function Call: overloadE(f1[2]; ( global 3-component vector of float)
0:115 'b' ( temp 2-element array of float)
0:117 Constant:
0:117 0.000000
0:118 Function Call: overloadF(i1; ( global 3-component vector of float)
0:118 Constant:
0:118 1 (const int)
0:128 Function Definition: foo2( ( global void)
0:128 Function Parameters:
0:? Sequence
0:135 Comma ( global void)
0:135 Function Call: outFun(f1;vi2;i1;f1; ( global void)
0:135 Convert int to float ( temp float)
0:135 'i' ( temp int)
0:135 'tempArg' ( temp 2-component vector of int)
0:135 'i' ( temp int)
0:135 'f' ( temp float)
0:135 move second child to first child ( temp 2-component vector of float)
0:135 'v2' ( temp 2-component vector of float)
0:135 Convert int to float ( temp 2-component vector of float)
0:135 'tempArg' ( temp 2-component vector of int)
0:136 Comma ( global int)
0:136 move second child to first child ( temp int)
0:136 'tempReturn' ( global int)
0:136 Function Call: outFunRet(f1;i1;i1;vi4; ( global int)
0:136 Convert int to float ( temp float)
0:136 'i' ( temp int)
0:136 'tempArg' ( temp int)
0:136 'i' ( temp int)
0:136 'tempArg' ( temp 4-component vector of int)
0:136 move second child to first child ( temp float)
0:136 'f' ( temp float)
0:136 Convert int to float ( temp float)
0:136 'tempArg' ( temp int)
0:136 move second child to first child ( temp 4-component vector of float)
0:136 'v4' ( temp 4-component vector of float)
0:136 Convert int to float ( temp 4-component vector of float)
0:136 'tempArg' ( temp 4-component vector of int)
0:136 'tempReturn' ( global int)
0:137 Sequence
0:137 move second child to first child ( temp float)
0:137 'ret' ( temp float)
0:137 Convert int to float ( temp float)
0:137 Comma ( global int)
0:137 move second child to first child ( temp int)
0:137 'tempReturn' ( global int)
0:137 Function Call: outFunRet(f1;i1;i1;vi4; ( global int)
0:137 Convert int to float ( temp float)
0:137 'i' ( temp int)
0:137 'tempArg' ( temp int)
0:137 'i' ( temp int)
0:137 'tempArg' ( temp 4-component vector of int)
0:137 move second child to first child ( temp float)
0:137 'f' ( temp float)
0:137 Convert int to float ( temp float)
0:137 'tempArg' ( temp int)
0:137 move second child to first child ( temp 4-component vector of float)
0:137 'v4' ( temp 4-component vector of float)
0:137 Convert int to float ( temp 4-component vector of float)
0:137 'tempArg' ( temp 4-component vector of int)
0:137 'tempReturn' ( global int)
0:138 Sequence
0:138 move second child to first child ( temp 2-component vector of float)
0:138 'ret2' ( temp 2-component vector of float)
0:138 Convert int to float ( temp 2-component vector of float)
0:138 Comma ( global 2-component vector of int)
0:138 move second child to first child ( temp 2-component vector of int)
0:138 'tempReturn' ( global 2-component vector of int)
0:138 Function Call: outFunRet(f1;vi4;i1;vi4; ( global 2-component vector of int)
0:138 Convert int to float ( temp float)
0:138 'i' ( temp int)
0:138 'tempArg' ( temp 4-component vector of int)
0:138 'i' ( temp int)
0:138 'tempArg' ( temp 4-component vector of int)
0:138 move second child to first child ( temp 4-component vector of float)
0:138 'v4' ( temp 4-component vector of float)
0:138 Convert int to float ( temp 4-component vector of float)
0:138 'tempArg' ( temp 4-component vector of int)
0:138 move second child to first child ( temp 4-component vector of float)
0:138 'v4' ( temp 4-component vector of float)
0:138 Convert int to float ( temp 4-component vector of float)
0:138 'tempArg' ( temp 4-component vector of int)
0:138 'tempReturn' ( global 2-component vector of int)
0:139 Sequence
0:139 move second child to first child ( temp bool)
0:139 'b' ( temp bool)
0:139 any ( global bool)
0:139 Compare Less Than ( global 4-component vector of bool)
0:139 'v4' ( temp 4-component vector of float)
0:139 'attv4' ( in 4-component vector of float)
0:142 Function Definition: noise( ( global void)
0:142 Function Parameters:
0:144 Sequence
0:144 Sequence
0:144 move second child to first child ( temp float)
0:144 'f1' ( temp float)
0:144 noise ( global float)
0:144 Constant:
0:144 1.000000
0:145 Sequence
0:145 move second child to first child ( temp 2-component vector of float)
0:145 'f2' ( temp 2-component vector of float)
0:145 noise ( global 2-component vector of float)
0:145 Constant:
0:145 1.000000
0:145 1.000000
0:146 Sequence
0:146 move second child to first child ( temp 3-component vector of float)
0:146 'f3' ( temp 3-component vector of float)
0:146 noise ( global 3-component vector of float)
0:146 Constant:
0:146 1.000000
0:146 1.000000
0:146 1.000000
0:147 Sequence
0:147 move second child to first child ( temp 4-component vector of float)
0:147 'f4' ( temp 4-component vector of float)
0:147 noise ( global 4-component vector of float)
0:147 Constant:
0:147 1.000000
0:147 1.000000
0:147 1.000000
0:147 1.000000
0:162 Function Definition: foo213( ( global void)
0:162 Function Parameters:
0:164 Sequence
0:164 Sequence
0:164 move second child to first child ( temp float)
0:164 'f' ( temp float)
0:164 Constant:
0:164 3.000000
0:165 switch
0:165 condition
0:165 'c' ( uniform int)
0:165 body
0:165 Sequence
0:166 case: with expression
0:166 Constant:
0:166 1 (const int)
0:? Sequence
0:167 move second child to first child ( temp float)
0:167 'f' ( temp float)
0:167 sine ( global float)
0:167 'f' ( temp float)
0:168 Branch: Break
0:169 case: with expression
0:169 Constant:
0:169 2 (const int)
0:? Sequence
0:170 move second child to first child ( temp float)
0:170 'f' ( temp float)
0:170 component-wise multiply ( temp float)
0:170 'f' ( temp float)
0:170 'f' ( temp float)
0:171 default:
0:? Sequence
0:172 move second child to first child ( temp float)
0:172 'f' ( temp float)
0:172 Constant:
0:172 3.000000
0:176 inclusive-or ( temp int)
0:176 left-shift ( temp int)
0:176 'i' ( temp int)
0:176 Constant:
0:176 3 (const int)
0:176 Constant:
0:176 69 (const int)
0:180 Sequence
0:180 move second child to first child ( temp float)
0:180 't' ( temp float)
0:180 Constant:
0:180 0.000000
0:186 Constant:
0:186 0.000000
0:188 Constant:
0:188 0.000000
0:189 Constant:
0:189 0.000000
0:192 move second child to first child ( temp float)
0:192 Constant:
0:192 0.000000
0:192 Constant:
0:192 0.300000
0:? Linker Objects
0:? 'i' ( in 4-component vector of float)
0:? 'o' ( smooth out 4-component vector of float)
0:? 'attv2' ( in 2-component vector of float)
0:? 'attv4' ( in 4-component vector of float)
0:? 's2D' ( uniform sampler2D)
0:? 'centTexCoord' ( invariant smooth out 2-component vector of float)
0:? 'initted' ( uniform float)
0:? 3.400000
0:? 'concall' ( const float)
0:? 0.295520
0:? 'gl_TexCoord' ( smooth out 35-element array of 4-component vector of float TexCoord)
0:? 'c' ( uniform int)
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:? 'v4' ( uniform 4-component vector of float)
0:? 'abcdef' ( global int)
0:? 'qrstuv' ( global int)
Linked vertex stage:
Shader version: 120
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 move second child to first child ( temp 2-component vector of float)
0:17 'centTexCoord' ( invariant smooth out 2-component vector of float)
0:17 'attv2' ( in 2-component vector of float)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_Position' ( invariant gl_Position 4-component vector of float Position)
0:18 'attv4' ( in 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
0:20 'attv4' ( in 4-component vector of float)
0:21 move second child to first child ( temp float)
0:21 Constant:
0:21 0.000000
0:21 Constant:
0:21 0.200000
0:25 move second child to first child ( temp 4-component vector of float)
0:25 'gl_Position' ( invariant gl_Position 4-component vector of float Position)
0:25 direct index ( temp 4-component vector of float)
0:25 'b' ( temp 12-element array of 4-component vector of float)
0:25 Constant:
0:25 11 (const int)
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'a1' ( temp int)
0:28 Constant:
0:28 1 (const int)
0:30 Sequence
0:30 move second child to first child ( temp int)
0:30 'aa' ( temp int)
0:30 Constant:
0:30 7 (const int)
0:31 Sequence
0:31 move second child to first child ( temp int)
0:31 'a2' ( temp int)
0:32 Sequence
0:32 move second child to first child ( temp int)
0:32 'a3' ( temp int)
0:32 Constant:
0:32 1 (const int)
0:43 move second child to first child ( temp float)
0:43 'gl_PointSize' ( invariant gl_PointSize float PointSize)
0:43 Constant:
0:43 3.800000
0:? Linker Objects
0:? 'i' ( in 4-component vector of float)
0:? 'o' ( smooth out 4-component vector of float)
0:? 'attv2' ( in 2-component vector of float)
0:? 'attv4' ( in 4-component vector of float)
0:? 's2D' ( uniform sampler2D)
0:? 'centTexCoord' ( invariant smooth out 2-component vector of float)
0:? 'initted' ( uniform float)
0:? 3.400000
0:? 'concall' ( const float)
0:? 0.295520
0:? 'gl_TexCoord' ( smooth out 35-element array of 4-component vector of float TexCoord)
0:? 'c' ( uniform int)
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:? 'v4' ( uniform 4-component vector of float)
0:? 'abcdef' ( global int)
0:? 'qrstuv' ( global int)

View File

@ -1,460 +0,0 @@
130.frag
ERROR: 0:25: 'textureGather(...)' : not supported for this version or the enabled extensions
ERROR: 0:35: 'redeclaration' : cannot change the type of gl_Color
ERROR: 0:38: 'gl_Color' : redeclaring non-array as array
ERROR: 0:39: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_Color
WARNING: 0:45: extension GL_ARB_texture_gather is being used for textureGather(...)
ERROR: 0:62: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion)
ERROR: 0:63: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp 3-component vector of uint' and a right operand of type ' temp 3-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:64: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type ' const 2-component vector of uint' and a right operand of type ' const 2-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:80: 'textureGatherOffset' : no matching overloaded function found
ERROR: 0:80: 'assign' : cannot convert from ' const float' to ' temp 4-component vector of float'
ERROR: 0:81: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
ERROR: 0:84: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
ERROR: 0:85: 'textureGatherOffset(...)' : not supported for this version or the enabled extensions
WARNING: 0:88: '#extension' : extension is only partially supported: GL_ARB_gpu_shader5
ERROR: 0:120: 'line continuation' : not supported for this version or the enabled extensions
ERROR: 0:126: 'uniform block' : not supported for this version or the enabled extensions
ERROR: 0:140: 'length' : does not operate on this type: temp bool
ERROR: 0:140: 'boolb' : can't use function syntax on variable
ERROR: 0:141: 'length' : does not operate on this type: temp float
ERROR: 0:141: '' : function call, method, or subroutine call expected
ERROR: 0:141: '' : no matching overloaded function found
ERROR: 0:142: 'length' : incomplete method syntax
ERROR: 0:143: 'length' : method does not accept any arguments
ERROR: 0:146: 'gl_FogFragCoord' : identifiers starting with "gl_" are reserved
ERROR: 0:151: 'int' : must be qualified as flat in
ERROR: 0:151: 'redeclaration' : cannot change the type of gl_FogFragCoord
ERROR: 0:153: 'early_fragment_tests' : not supported for this version or the enabled extensions
ERROR: 0:154: 'image load store' : not supported for this version or the enabled extensions
ERROR: 0:154: 'iimage2D' : Reserved word.
ERROR: 0:169: 'early_fragment_tests' : can only apply to 'in'
ERROR: 28 compilation errors. No code generated.
Shader version: 130
Requested GL_ARB_gpu_shader5
Requested GL_ARB_separate_shader_objects
Requested GL_ARB_shader_image_load_store
Requested GL_ARB_shading_language_420pack
Requested GL_ARB_texture_cube_map_array
Requested GL_ARB_texture_gather
Requested GL_ARB_texture_rectangle
using early_fragment_tests
ERROR: node is still EOpNull!
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:18 Sequence
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'clip' ( temp float)
0:18 direct index ( smooth temp float ClipDistance)
0:18 'gl_ClipDistance' ( smooth in unsized 4-element array of float ClipDistance)
0:18 Constant:
0:18 3 (const int)
0:23 Function Definition: foo( ( global void)
0:23 Function Parameters:
0:25 Sequence
0:25 Sequence
0:25 move second child to first child ( temp 4-component vector of float)
0:25 's' ( temp 4-component vector of float)
0:25 textureGather ( global 4-component vector of float)
0:25 'sampC' ( uniform samplerCube)
0:25 Constant:
0:25 0.200000
0:25 0.200000
0:25 0.200000
0:30 Function Definition: bar( ( global void)
0:30 Function Parameters:
0:32 Sequence
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 's' ( temp 4-component vector of float)
0:32 textureGather ( global 4-component vector of float)
0:32 'sampC' ( uniform samplerCube)
0:32 Constant:
0:32 0.200000
0:32 0.200000
0:32 0.200000
0:43 Function Definition: bar2( ( global void)
0:43 Function Parameters:
0:45 Sequence
0:45 Sequence
0:45 move second child to first child ( temp 4-component vector of float)
0:45 's' ( temp 4-component vector of float)
0:45 textureGather ( global 4-component vector of float)
0:45 'sampC' ( uniform samplerCube)
0:45 Constant:
0:45 0.200000
0:45 0.200000
0:45 0.200000
0:49 move second child to first child ( temp 3-component vector of bool)
0:49 'b3' ( temp 3-component vector of bool)
0:49 Compare Less Than ( global 3-component vector of bool)
0:49 'uv3' ( temp 3-component vector of uint)
0:49 'uv3' ( temp 3-component vector of uint)
0:50 move second child to first child ( temp 3-component vector of bool)
0:50 'b3' ( temp 3-component vector of bool)
0:50 Equal ( global 3-component vector of bool)
0:50 'uv3' ( temp 3-component vector of uint)
0:50 'uv3' ( temp 3-component vector of uint)
0:56 direct index ( temp int)
0:56 'a1' ( temp 1-element array of int)
0:56 Constant:
0:56 0 (const int)
0:57 direct index ( temp int)
0:57 'a2' ( temp 1-element array of int)
0:57 Constant:
0:57 0 (const int)
0:60 direct index ( temp int)
0:60 'a3' ( temp 4-element array of int)
0:60 Constant:
0:60 3 (const int)
0:61 Compare Not Equal ( temp bool)
0:61 'b3' ( temp 3-component vector of bool)
0:61 'b3' ( temp 3-component vector of bool)
0:62 Constant:
0:62 false (const bool)
0:63 Constant:
0:63 false (const bool)
0:64 Constant:
0:64 false (const bool)
0:65 Constant:
0:65 true (const bool)
0:66 Constant:
0:66 false (const bool)
0:77 Function Definition: bar23( ( global void)
0:77 Function Parameters:
0:? Sequence
0:80 's' ( temp 4-component vector of float)
0:81 move second child to first child ( temp 4-component vector of float)
0:81 's' ( temp 4-component vector of float)
0:81 textureGatherOffset ( global 4-component vector of float)
0:81 'samp2DR' ( uniform sampler2DRect)
0:81 Constant:
0:81 0.300000
0:81 0.300000
0:81 Constant:
0:81 1 (const int)
0:81 1 (const int)
0:82 move second child to first child ( temp 4-component vector of float)
0:82 's' ( temp 4-component vector of float)
0:82 textureGatherOffset ( global 4-component vector of float)
0:82 'samp2D' ( uniform sampler2D)
0:82 Constant:
0:82 0.300000
0:82 0.300000
0:82 Constant:
0:82 1 (const int)
0:82 1 (const int)
0:83 move second child to first child ( temp 4-component vector of float)
0:83 's' ( temp 4-component vector of float)
0:83 textureGatherOffset ( global 4-component vector of float)
0:83 'samp2DA' ( uniform sampler2DArray)
0:83 Constant:
0:83 0.300000
0:83 0.300000
0:83 0.300000
0:83 Constant:
0:83 1 (const int)
0:83 1 (const int)
0:84 move second child to first child ( temp 4-component vector of float)
0:84 's' ( temp 4-component vector of float)
0:84 textureGatherOffset ( global 4-component vector of float)
0:84 'samp2DS' ( uniform sampler2DShadow)
0:84 Constant:
0:84 0.300000
0:84 0.300000
0:84 Constant:
0:84 1.300000
0:84 Constant:
0:84 1 (const int)
0:84 1 (const int)
0:85 move second child to first child ( temp 4-component vector of float)
0:85 's' ( temp 4-component vector of float)
0:85 textureGatherOffset ( global 4-component vector of float)
0:85 'samp2D' ( uniform sampler2D)
0:85 Constant:
0:85 0.300000
0:85 0.300000
0:85 Constant:
0:85 1 (const int)
0:85 1 (const int)
0:85 Constant:
0:85 2 (const int)
0:90 Function Definition: bar234( ( global void)
0:90 Function Parameters:
0:? Sequence
0:93 move second child to first child ( temp 4-component vector of float)
0:93 's' ( temp 4-component vector of float)
0:93 textureGatherOffset ( global 4-component vector of float)
0:93 'samp2D' ( uniform sampler2D)
0:93 Constant:
0:93 0.300000
0:93 0.300000
0:93 Constant:
0:93 1 (const int)
0:93 1 (const int)
0:94 move second child to first child ( temp 4-component vector of float)
0:94 's' ( temp 4-component vector of float)
0:94 textureGatherOffset ( global 4-component vector of float)
0:94 'samp2DA' ( uniform sampler2DArray)
0:94 Constant:
0:94 0.300000
0:94 0.300000
0:94 0.300000
0:94 Constant:
0:94 1 (const int)
0:94 1 (const int)
0:95 move second child to first child ( temp 4-component vector of float)
0:95 's' ( temp 4-component vector of float)
0:95 textureGatherOffset ( global 4-component vector of float)
0:95 'samp2DR' ( uniform sampler2DRect)
0:95 Constant:
0:95 0.300000
0:95 0.300000
0:95 Constant:
0:95 1 (const int)
0:95 1 (const int)
0:96 move second child to first child ( temp 4-component vector of float)
0:96 's' ( temp 4-component vector of float)
0:96 textureGatherOffset ( global 4-component vector of float)
0:96 'samp2DS' ( uniform sampler2DShadow)
0:96 Constant:
0:96 0.300000
0:96 0.300000
0:96 Constant:
0:96 1.300000
0:96 Constant:
0:96 1 (const int)
0:96 1 (const int)
0:97 move second child to first child ( temp 4-component vector of float)
0:97 's' ( temp 4-component vector of float)
0:97 textureGatherOffset ( global 4-component vector of float)
0:97 'samp2D' ( uniform sampler2D)
0:97 Constant:
0:97 0.300000
0:97 0.300000
0:97 Constant:
0:97 1 (const int)
0:97 1 (const int)
0:97 Constant:
0:97 2 (const int)
0:107 Function Definition: bar235( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 Sequence
0:109 move second child to first child ( temp 3-component vector of int)
0:109 'a' ( temp 3-component vector of int)
0:109 textureSize ( global 3-component vector of int)
0:109 'Sca' ( uniform samplerCubeArray)
0:109 Constant:
0:109 3 (const int)
0:110 Sequence
0:110 move second child to first child ( temp 4-component vector of float)
0:110 'b' ( temp 4-component vector of float)
0:110 texture ( global 4-component vector of float)
0:110 'Sca' ( uniform samplerCubeArray)
0:110 'i' ( smooth in 4-component vector of float)
0:111 Sequence
0:111 move second child to first child ( temp 4-component vector of int)
0:111 'c' ( temp 4-component vector of int)
0:111 texture ( global 4-component vector of int)
0:111 'Isca' ( uniform isamplerCubeArray)
0:111 'i' ( smooth in 4-component vector of float)
0:111 Constant:
0:111 0.700000
0:112 Sequence
0:112 move second child to first child ( temp 4-component vector of uint)
0:112 'd' ( temp 4-component vector of uint)
0:112 texture ( global 4-component vector of uint)
0:112 'Usca' ( uniform usamplerCubeArray)
0:112 'i' ( smooth in 4-component vector of float)
0:114 move second child to first child ( temp 4-component vector of float)
0:114 'b' ( temp 4-component vector of float)
0:114 textureLod ( global 4-component vector of float)
0:114 'Sca' ( uniform samplerCubeArray)
0:114 'i' ( smooth in 4-component vector of float)
0:114 Constant:
0:114 1.700000
0:115 move second child to first child ( temp 3-component vector of int)
0:115 'a' ( temp 3-component vector of int)
0:115 textureSize ( global 3-component vector of int)
0:115 'Scas' ( uniform samplerCubeArrayShadow)
0:115 direct index ( temp int)
0:115 'a' ( temp 3-component vector of int)
0:115 Constant:
0:115 0 (const int)
0:116 Sequence
0:116 move second child to first child ( temp float)
0:116 'f' ( temp float)
0:116 texture ( global float)
0:116 'Scas' ( uniform samplerCubeArrayShadow)
0:116 'i' ( smooth in 4-component vector of float)
0:116 direct index ( temp float)
0:116 'b' ( temp 4-component vector of float)
0:116 Constant:
0:116 1 (const int)
0:117 move second child to first child ( temp 4-component vector of int)
0:117 'c' ( temp 4-component vector of int)
0:117 textureGrad ( global 4-component vector of int)
0:117 'Isca' ( uniform isamplerCubeArray)
0:117 'i' ( smooth in 4-component vector of float)
0:117 Constant:
0:117 0.100000
0:117 0.100000
0:117 0.100000
0:117 Constant:
0:117 0.200000
0:117 0.200000
0:117 0.200000
0:129 Function Definition: bar23444( ( global void)
0:129 Function Parameters:
0:? Sequence
0:132 Sequence
0:132 move second child to first child ( temp float)
0:132 'a1' ( temp float)
0:132 direct index ( temp float)
0:132 direct index ( temp 3-component vector of float)
0:132 'm43' ( temp 4X3 matrix of float)
0:132 Constant:
0:132 3 (const int)
0:132 Constant:
0:132 1 (const int)
0:134 Sequence
0:134 move second child to first child ( temp int)
0:134 'a2' ( temp int)
0:134 Constant:
0:134 4 (const int)
0:135 add second child into first child ( temp int)
0:135 'a2' ( temp int)
0:135 Constant:
0:135 3 (const int)
0:136 add second child into first child ( temp int)
0:136 'a2' ( temp int)
0:136 Constant:
0:136 3 (const int)
0:137 Sequence
0:137 move second child to first child ( temp float)
0:137 'b' ( const (read only) float)
0:137 component-wise multiply ( temp float)
0:137 Constant:
0:137 2.000000
0:137 'a1' ( temp float)
0:138 move second child to first child ( temp float)
0:138 direct index ( temp float)
0:138 'a' ( global 3-component vector of float)
0:138 Constant:
0:138 0 (const int)
0:138 Constant:
0:138 -1.000000
0:140 Constant:
0:140 0.000000
0:141 Constant:
0:141 0.000000
0:143 Constant:
0:143 1 (const int)
0:162 Function Definition: qux2( ( global void)
0:162 Function Parameters:
0:? Sequence
0:165 imageAtomicCompSwap ( global int)
0:165 'iimg2D' (layout( r32i) uniform iimage2D)
0:165 Construct ivec2 ( temp 2-component vector of int)
0:165 'i' ( temp int)
0:165 'i' ( temp int)
0:165 'i' ( temp int)
0:165 'i' ( temp int)
0:166 Sequence
0:166 move second child to first child ( temp 4-component vector of int)
0:166 'pos' ( temp 4-component vector of int)
0:166 imageLoad ( global 4-component vector of int)
0:166 'iimg2D' (layout( r32i) uniform iimage2D)
0:166 Construct ivec2 ( temp 2-component vector of int)
0:166 'i' ( temp int)
0:166 'i' ( temp int)
0:? Linker Objects
0:? 'a' ( global 3-component vector of float)
0:? 'b' ( global float)
0:? 'c' ( global int)
0:? 'i' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
0:? 'fflat' ( flat in float)
0:? 'fsmooth' ( smooth in float)
0:? 'fnop' ( noperspective in float)
0:? 'gl_ClipDistance' ( smooth in unsized 4-element array of float ClipDistance)
0:? 'sampC' ( uniform samplerCube)
0:? 'gl_Color' ( in 4-component vector of float Color)
0:? 'samp2D' ( uniform sampler2D)
0:? 'samp2DS' ( uniform sampler2DShadow)
0:? 'samp2DR' ( uniform sampler2DRect)
0:? 'samp2DA' ( uniform sampler2DArray)
0:? 'Sca' ( uniform samplerCubeArray)
0:? 'Isca' ( uniform isamplerCubeArray)
0:? 'Usca' ( uniform usamplerCubeArray)
0:? 'Scas' ( uniform samplerCubeArrayShadow)
0:? 'x' ( global int)
0:? 'ai' ( const 3-element array of int)
0:? 10 (const int)
0:? 23 (const int)
0:? 32 (const int)
0:? 'instanceName' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform int a})
0:? 'bounds' (layout( binding=0) uniform sampler2D)
0:? 'gl_FogFragCoord' ( smooth in float)
0:? 'iimg2Dbad' (layout( r32i) uniform iimage2D)
0:? 'iimg2D' (layout( r32i) uniform iimage2D)
Linked fragment stage:
Shader version: 130
Requested GL_ARB_gpu_shader5
Requested GL_ARB_separate_shader_objects
Requested GL_ARB_shader_image_load_store
Requested GL_ARB_shading_language_420pack
Requested GL_ARB_texture_cube_map_array
Requested GL_ARB_texture_gather
Requested GL_ARB_texture_rectangle
using early_fragment_tests
ERROR: node is still EOpNull!
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:18 Sequence
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'clip' ( temp float)
0:18 direct index ( smooth temp float ClipDistance)
0:18 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:18 Constant:
0:18 3 (const int)
0:? Linker Objects
0:? 'a' ( global 3-component vector of float)
0:? 'b' ( global float)
0:? 'c' ( global int)
0:? 'i' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
0:? 'fflat' ( flat in float)
0:? 'fsmooth' ( smooth in float)
0:? 'fnop' ( noperspective in float)
0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:? 'sampC' ( uniform samplerCube)
0:? 'gl_Color' ( in 4-component vector of float Color)
0:? 'samp2D' ( uniform sampler2D)
0:? 'samp2DS' ( uniform sampler2DShadow)
0:? 'samp2DR' ( uniform sampler2DRect)
0:? 'samp2DA' ( uniform sampler2DArray)
0:? 'Sca' ( uniform samplerCubeArray)
0:? 'Isca' ( uniform isamplerCubeArray)
0:? 'Usca' ( uniform usamplerCubeArray)
0:? 'Scas' ( uniform samplerCubeArrayShadow)
0:? 'x' ( global int)
0:? 'ai' ( const 3-element array of int)
0:? 10 (const int)
0:? 23 (const int)
0:? 32 (const int)
0:? 'instanceName' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform int a})
0:? 'bounds' (layout( binding=0) uniform sampler2D)
0:? 'gl_FogFragCoord' ( smooth in float)
0:? 'iimg2Dbad' (layout( r32i) uniform iimage2D)
0:? 'iimg2D' (layout( r32i) uniform iimage2D)

View File

@ -1,286 +0,0 @@
130.vert
ERROR: 0:59: 'gl_InstanceID' : undeclared identifier
ERROR: 0:59: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:61: 'texelFetch' : no matching overloaded function found
ERROR: 0:61: 'assign' : cannot convert from ' const float' to ' temp int'
ERROR: 4 compilation errors. No code generated.
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child ( temp float)
0:17 'f' ( temp 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 ( temp float)
0:20 'f' ( temp float)
0:20 sine ( global float)
0:20 'f' ( temp 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 ( temp float)
0:23 'f' ( temp float)
0:23 component-wise multiply ( temp float)
0:23 'f' ( temp float)
0:23 'f' ( temp float)
0:24 default:
0:? Sequence
0:25 move second child to first child ( temp float)
0:25 'f' ( temp float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child ( temp uint)
0:29 'i' ( temp uint)
0:29 direct index ( temp uint)
0:29 texture ( global 4-component vector of uint)
0:29 'us2D' ( uniform usampler2D)
0:29 Convert int to float ( temp 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 ( temp uint)
0:30 left-shift ( temp uint)
0:30 'i' ( temp 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 ( temp 3-component vector of float)
0:33 'v11' ( temp 3-component vector of float)
0:33 modf ( global 3-component vector of float)
0:33 'modfIn' ( temp 3-component vector of float)
0:33 'modfOut' ( temp 3-component vector of float)
0:34 Sequence
0:34 move second child to first child ( temp float)
0:34 't' ( temp float)
0:34 trunc ( global float)
0:34 'f' ( temp float)
0:35 Sequence
0:35 move second child to first child ( temp 2-component vector of float)
0:35 'v12' ( temp 2-component vector of float)
0:35 round ( global 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 ( temp 2-component vector of float)
0:36 'v13' ( temp 2-component vector of float)
0:36 roundEven ( global 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 ( temp 2-component vector of bool)
0:37 'b10' ( temp 2-component vector of bool)
0:37 isnan ( global 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 ( temp 4-component vector of bool)
0:38 'b11' ( temp 4-component vector of bool)
0:38 isinf ( global 4-component vector of bool)
0:38 'v4' ( uniform 4-component vector of float)
0:40 add ( temp 2-component vector of float)
0:40 hyp. sine ( global float)
0:40 'c1D' ( in float)
0:41 vector-scale ( temp 2-component vector of float)
0:41 hyp. cosine ( global float)
0:41 'c1D' ( in float)
0:41 hyp. tangent ( global 2-component vector of float)
0:41 'c2D' ( in 2-component vector of float)
0:42 add ( temp 4-component vector of float)
0:42 arc hyp. sine ( global 4-component vector of float)
0:42 'c4D' ( smooth temp 4-component vector of float)
0:42 arc hyp. cosine ( global 4-component vector of float)
0:42 'c4D' ( smooth temp 4-component vector of float)
0:43 arc hyp. tangent ( global 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 ( temp int)
0:45 'id' ( temp int)
0:45 'gl_VertexID' ( gl_VertexId int VertexId)
0:46 move second child to first child ( temp float)
0:46 direct index ( smooth temp float ClipDistance)
0:46 'gl_ClipDistance' ( smooth out unsized 2-element array of float ClipDistance)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:57 Function Definition: foo88( ( global void)
0:57 Function Parameters:
0:? Sequence
0:61 'id' ( temp int)
0:63 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
0:64 'gl_Color' ( in 4-component vector of float Color)
0:65 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:65 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:65 Constant:
0:65 0 (const int)
0:66 far: direct index for structure ( global float)
0:66 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff})
0:66 Constant:
0:66 1 (const int)
0:67 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord)
0:68 'gl_FogFragCoord' ( smooth out float FogFragCoord)
0:69 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor)
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 temp 4-component vector of float)
0:? 'v4' ( uniform 4-component vector of float)
0:? 'gl_ClipDistance' ( smooth out unsized 2-element array of float ClipDistance)
0:? 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord)
0:? 'abcdef' ( global int)
0:? 'qrstuv' ( global int)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child ( temp float)
0:17 'f' ( temp 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 ( temp float)
0:20 'f' ( temp float)
0:20 sine ( global float)
0:20 'f' ( temp 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 ( temp float)
0:23 'f' ( temp float)
0:23 component-wise multiply ( temp float)
0:23 'f' ( temp float)
0:23 'f' ( temp float)
0:24 default:
0:? Sequence
0:25 move second child to first child ( temp float)
0:25 'f' ( temp float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child ( temp uint)
0:29 'i' ( temp uint)
0:29 direct index ( temp uint)
0:29 texture ( global 4-component vector of uint)
0:29 'us2D' ( uniform usampler2D)
0:29 Convert int to float ( temp 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 ( temp uint)
0:30 left-shift ( temp uint)
0:30 'i' ( temp 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 ( temp 3-component vector of float)
0:33 'v11' ( temp 3-component vector of float)
0:33 modf ( global 3-component vector of float)
0:33 'modfIn' ( temp 3-component vector of float)
0:33 'modfOut' ( temp 3-component vector of float)
0:34 Sequence
0:34 move second child to first child ( temp float)
0:34 't' ( temp float)
0:34 trunc ( global float)
0:34 'f' ( temp float)
0:35 Sequence
0:35 move second child to first child ( temp 2-component vector of float)
0:35 'v12' ( temp 2-component vector of float)
0:35 round ( global 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 ( temp 2-component vector of float)
0:36 'v13' ( temp 2-component vector of float)
0:36 roundEven ( global 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 ( temp 2-component vector of bool)
0:37 'b10' ( temp 2-component vector of bool)
0:37 isnan ( global 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 ( temp 4-component vector of bool)
0:38 'b11' ( temp 4-component vector of bool)
0:38 isinf ( global 4-component vector of bool)
0:38 'v4' ( uniform 4-component vector of float)
0:40 add ( temp 2-component vector of float)
0:40 hyp. sine ( global float)
0:40 'c1D' ( in float)
0:41 vector-scale ( temp 2-component vector of float)
0:41 hyp. cosine ( global float)
0:41 'c1D' ( in float)
0:41 hyp. tangent ( global 2-component vector of float)
0:41 'c2D' ( in 2-component vector of float)
0:42 add ( temp 4-component vector of float)
0:42 arc hyp. sine ( global 4-component vector of float)
0:42 'c4D' ( smooth temp 4-component vector of float)
0:42 arc hyp. cosine ( global 4-component vector of float)
0:42 'c4D' ( smooth temp 4-component vector of float)
0:43 arc hyp. tangent ( global 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 ( temp int)
0:45 'id' ( temp int)
0:45 'gl_VertexID' ( gl_VertexId int VertexId)
0:46 move second child to first child ( temp float)
0:46 direct index ( smooth temp float ClipDistance)
0:46 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
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 temp 4-component vector of float)
0:? 'v4' ( uniform 4-component vector of float)
0:? 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance)
0:? 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord)
0:? 'abcdef' ( global int)
0:? 'qrstuv' ( global int)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)

View File

@ -1,169 +0,0 @@
140.frag
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
ERROR: 0:17: '#error' : GL_ES is not set
ERROR: 0:20: 'fragment-shader struct input' : not supported for this version or the enabled extensions
ERROR: 0:24: 'location' : not supported for this version or the enabled extensions
ERROR: 0:24: 'location qualifier on input' : not supported for this version or the enabled extensions
ERROR: 0:26: 'location' : not supported for this version or the enabled extensions
ERROR: 0:26: 'location qualifier on output' : not supported for this version or the enabled extensions
ERROR: 0:40: 'assign' : l-value required "v" (can't modify shader input)
ERROR: 0:40: 'out' : Non-L-value cannot be passed for 'out' or 'inout' parameters.
ERROR: 8 compilation errors. No code generated.
Shader version: 140
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_separate_shader_objects
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'clip' ( temp float)
0:12 direct index ( smooth temp float ClipDistance)
0:12 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance)
0:12 Constant:
0:12 2 (const int)
0:22 Sequence
0:22 move second child to first child ( temp float)
0:22 'patch' ( global float)
0:22 Constant:
0:22 3.100000
0:38 Function Definition: foo( ( global void)
0:38 Function Parameters:
0:40 Sequence
0:40 Sequence
0:40 move second child to first child ( temp 2-component vector of float)
0:40 'r1' ( temp 2-component vector of float)
0:40 modf ( global 2-component vector of float)
0:40 vector swizzle ( temp 2-component vector of float)
0:40 'v' ( smooth in 4-component vector of float)
0:40 Sequence
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1 (const int)
0:40 vector swizzle ( temp 2-component vector of float)
0:40 'v' ( smooth in 4-component vector of float)
0:40 Sequence
0:40 Constant:
0:40 2 (const int)
0:40 Constant:
0:40 3 (const int)
0:41 Sequence
0:41 move second child to first child ( temp 2-component vector of float)
0:41 'r2' ( temp 2-component vector of float)
0:41 modf ( global 2-component vector of float)
0:41 vector swizzle ( temp 2-component vector of float)
0:41 'o' ( out 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 0 (const int)
0:41 Constant:
0:41 1 (const int)
0:41 vector swizzle ( temp 2-component vector of float)
0:41 'o' ( out 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 2 (const int)
0:41 Constant:
0:41 3 (const int)
0:42 move second child to first child ( temp float)
0:42 direct index ( temp float)
0:42 'o' ( out 4-component vector of float)
0:42 Constant:
0:42 2 (const int)
0:42 Function Call: fooi( ( global float)
0:47 Sequence
0:47 move second child to first child ( temp float)
0:47 'i1' ( global float)
0:47 Test condition and select ( temp float)
0:47 Condition
0:47 'gl_FrontFacing' ( gl_FrontFacing bool Face)
0:47 true case
0:47 Constant:
0:47 -2.000000
0:47 false case
0:47 Constant:
0:47 2.000000
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'i2' ( global float)
0:48 Constant:
0:48 102.000000
0:50 Function Definition: fooi( ( global float)
0:50 Function Parameters:
0:52 Sequence
0:52 Branch: Return with expression
0:52 add ( temp float)
0:52 'i1' ( global float)
0:52 'i2' ( global float)
0:? Linker Objects
0:? 'v' ( smooth in 4-component vector of float)
0:? 'i' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
0:? 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance)
0:? 's' ( smooth in structure{ global float f})
0:? 'patch' ( global float)
0:? 'vl' (layout( location=3) smooth in 4-component vector of float)
0:? 'factorBad' (layout( location=3) out 4-component vector of float)
0:? 'factor' (layout( location=5) out 4-component vector of float)
0:? 'vl2' (layout( location=4) smooth in 4-component vector of float)
0:? 'i1' ( global float)
0:? 'i2' ( global float)
Linked fragment stage:
Shader version: 140
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_separate_shader_objects
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'clip' ( temp float)
0:12 direct index ( smooth temp float ClipDistance)
0:12 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance)
0:12 Constant:
0:12 2 (const int)
0:22 Sequence
0:22 move second child to first child ( temp float)
0:22 'patch' ( global float)
0:22 Constant:
0:22 3.100000
0:47 Sequence
0:47 move second child to first child ( temp float)
0:47 'i1' ( global float)
0:47 Test condition and select ( temp float)
0:47 Condition
0:47 'gl_FrontFacing' ( gl_FrontFacing bool Face)
0:47 true case
0:47 Constant:
0:47 -2.000000
0:47 false case
0:47 Constant:
0:47 2.000000
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'i2' ( global float)
0:48 Constant:
0:48 102.000000
0:? Linker Objects
0:? 'v' ( smooth in 4-component vector of float)
0:? 'i' ( smooth in 4-component vector of float)
0:? 'o' ( out 4-component vector of float)
0:? 'gl_ClipDistance' ( smooth in 5-element array of float ClipDistance)
0:? 's' ( smooth in structure{ global float f})
0:? 'patch' ( global float)
0:? 'vl' (layout( location=3) smooth in 4-component vector of float)
0:? 'factorBad' (layout( location=3) out 4-component vector of float)
0:? 'factor' (layout( location=5) out 4-component vector of float)
0:? 'vl2' (layout( location=4) smooth in 4-component vector of float)
0:? 'i1' ( global float)
0:? 'i2' ( global float)

View File

@ -1,215 +0,0 @@
140.vert
ERROR: 0:23: 'gl_Position' : identifiers starting with "gl_" are reserved
ERROR: 0:25: 'location' : not supported for this version or the enabled extensions
ERROR: 0:25: 'location qualifier on input' : not supported for this version or the enabled extensions
ERROR: 0:34: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_Position
ERROR: 0:34: 'redeclaration' : cannot change interpolation qualification of gl_Position
ERROR: 0:35: 'redeclaration' : cannot change the type of gl_Position
ERROR: 0:38: 'gl_ClipVertex' : cannot redeclare after use
ERROR: 0:39: 'gl_FogFragCoord' : cannot redeclare after use
ERROR: 0:51: 'texelFetch' : no matching overloaded function found
ERROR: 0:53: 'texture' : no matching overloaded function found
ERROR: 0:63: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
ERROR: 0:64: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview
ERROR: 12 compilation errors. No code generated.
Shader version: 140
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
ERROR: node is still EOpNull!
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child ( temp int)
0:11 'id' ( temp int)
0:11 'gl_InstanceID' ( gl_InstanceId int InstanceId)
0:12 add second child into first child ( temp int)
0:12 'id' ( temp 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 ( temp int)
0:13 'id' ( temp int)
0:13 direct index ( temp int)
0:13 textureFetch ( global 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 ClipVertex)
0:15 'gl_Color' ( in 4-component vector of float Color)
0:16 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:16 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:16 Constant:
0:16 0 (const int)
0:17 far: direct index for structure ( global float)
0:17 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff})
0:17 Constant:
0:17 1 (const int)
0:18 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord)
0:19 'gl_FogFragCoord' ( smooth out float FogFragCoord)
0:20 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor)
0:48 Function Definition: foo( ( global void)
0:48 Function Parameters:
0:50 Sequence
0:50 Sequence
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'v' ( temp 4-component vector of float)
0:50 textureFetch ( global 4-component vector of float)
0:50 's2dr' ( uniform sampler2DRect)
0:50 'itloc2' ( in 2-component vector of int)
0:51 add second child into first child ( temp 4-component vector of float)
0:51 'v' ( temp 4-component vector of float)
0:51 Constant:
0:51 0.000000
0:52 add second child into first child ( temp 4-component vector of float)
0:52 'v' ( temp 4-component vector of float)
0:52 texture ( global 4-component vector of float)
0:52 's2dr' ( uniform sampler2DRect)
0:52 'tloc2' ( in 2-component vector of float)
0:53 add second child into first child ( temp 4-component vector of float)
0:53 'v' ( temp 4-component vector of float)
0:53 Constant:
0:53 0.000000
0:54 add second child into first child ( temp 4-component vector of float)
0:54 'v' ( temp 4-component vector of float)
0:54 texture ( global float)
0:54 's2drs' ( uniform sampler2DRectShadow)
0:54 'tloc3' ( in 3-component vector of float)
0:55 add second child into first child ( temp 4-component vector of float)
0:55 'v' ( temp 4-component vector of float)
0:55 textureProj ( global 4-component vector of float)
0:55 's2dr' ( uniform sampler2DRect)
0:55 'tloc3' ( in 3-component vector of float)
0:56 add second child into first child ( temp 4-component vector of float)
0:56 'v' ( temp 4-component vector of float)
0:56 textureProj ( global 4-component vector of float)
0:56 's2dr' ( uniform sampler2DRect)
0:56 'tloc4' ( in 4-component vector of float)
0:57 add second child into first child ( temp 4-component vector of float)
0:57 'v' ( temp 4-component vector of float)
0:57 textureProjGradOffset ( global 4-component vector of float)
0:57 's2dr' ( uniform sampler2DRect)
0:57 'tloc4' ( in 4-component vector of float)
0:57 Constant:
0:57 0.000000
0:57 0.000000
0:57 Constant:
0:57 0.000000
0:57 0.000000
0:57 Constant:
0:57 1 (const int)
0:57 2 (const int)
0:58 add second child into first child ( temp 4-component vector of float)
0:58 'v' ( temp 4-component vector of float)
0:58 textureProjGradOffset ( global float)
0:58 's2drs' ( uniform sampler2DRectShadow)
0:58 'tloc4' ( in 4-component vector of float)
0:58 Constant:
0:58 0.000000
0:58 0.000000
0:58 Constant:
0:58 0.000000
0:58 0.000000
0:58 Constant:
0:58 1 (const int)
0:58 2 (const int)
0:61 Function Definition: devi( ( global void)
0:61 Function Parameters:
0:63 Sequence
0:63 'gl_DeviceIndex' ( in int DeviceIndex)
0:64 'gl_ViewIndex' ( in int ViewIndex)
0:75 Function Definition: devie( ( global void)
0:75 Function Parameters:
0:77 Sequence
0:77 'gl_DeviceIndex' ( in int DeviceIndex)
0:78 'gl_ViewIndex' ( in int ViewIndex)
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 unsized 1-element array of 4-component vector of float TexCoord)
0:? 'gl_Position' ( smooth out 4-component vector of float)
0:? 'locBad' (layout( location=9) in 4-component vector of float)
0:? 'loc' (layout( location=9) in 4-component vector of float)
0:? 'gl_PointSize' ( gl_PointSize float PointSize)
0:? 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
0:? 'gl_FogFragCoord' ( smooth out float FogFragCoord)
0:? 's2dr' ( uniform sampler2DRect)
0:? 's2drs' ( uniform sampler2DRectShadow)
0:? 'itloc2' ( in 2-component vector of int)
0:? 'tloc2' ( in 2-component vector of float)
0:? 'tloc3' ( in 3-component vector of float)
0:? 'tloc4' ( in 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 140
Requested GL_ARB_explicit_attrib_location
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
ERROR: node is still EOpNull!
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child ( temp int)
0:11 'id' ( temp int)
0:11 'gl_InstanceID' ( gl_InstanceId int InstanceId)
0:12 add second child into first child ( temp int)
0:12 'id' ( temp 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 ( temp int)
0:13 'id' ( temp int)
0:13 direct index ( temp int)
0:13 textureFetch ( global 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 ClipVertex)
0:15 'gl_Color' ( in 4-component vector of float Color)
0:16 direct index ( temp structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:16 'gl_LightSource' ( uniform 32-element array of structure{ global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:16 Constant:
0:16 0 (const int)
0:17 far: direct index for structure ( global float)
0:17 'gl_DepthRange' ( uniform structure{ global float near, global float far, global 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 TexCoord)
0:19 'gl_FogFragCoord' ( smooth out float FogFragCoord)
0:20 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor)
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 TexCoord)
0:? 'gl_Position' ( smooth out 4-component vector of float)
0:? 'locBad' (layout( location=9) in 4-component vector of float)
0:? 'loc' (layout( location=9) in 4-component vector of float)
0:? 'gl_PointSize' ( gl_PointSize float PointSize)
0:? 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
0:? 'gl_FogFragCoord' ( smooth out float FogFragCoord)
0:? 's2dr' ( uniform sampler2DRect)
0:? 's2drs' ( uniform sampler2DRectShadow)
0:? 'itloc2' ( in 2-component vector of int)
0:? 'tloc2' ( in 2-component vector of float)
0:? 'tloc3' ( in 3-component vector of float)
0:? 'tloc4' ( in 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,158 +0,0 @@
150.frag
ERROR: 0:4: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord
ERROR: 0:5: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord
ERROR: 0:6: 'layout qualifier' : can only apply origin_upper_left and pixel_center_origin to gl_FragCoord
ERROR: 0:14: 'gl_FragCoord' : cannot redeclare after use
ERROR: 4 compilation errors. No code generated.
Shader version: 150
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 'c' ( temp 4-component vector of float)
0:11 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'patch' ( global float)
0:18 Constant:
0:18 3.100000
0:31 Function Definition: barWxyz( ( global void)
0:31 Function Parameters:
0:33 Sequence
0:33 Sequence
0:33 move second child to first child ( temp 2-component vector of int)
0:33 't11' ( temp 2-component vector of int)
0:33 textureSize ( global 2-component vector of int)
0:33 'sms' ( uniform sampler2DMS)
0:34 Sequence
0:34 move second child to first child ( temp 2-component vector of int)
0:34 't12' ( temp 2-component vector of int)
0:34 textureSize ( global 2-component vector of int)
0:34 'isms' ( uniform isampler2DMS)
0:35 Sequence
0:35 move second child to first child ( temp 2-component vector of int)
0:35 't13' ( temp 2-component vector of int)
0:35 textureSize ( global 2-component vector of int)
0:35 'usms' ( uniform usampler2DMS)
0:36 Sequence
0:36 move second child to first child ( temp 3-component vector of int)
0:36 't21' ( temp 3-component vector of int)
0:36 textureSize ( global 3-component vector of int)
0:36 'smsa' ( uniform sampler2DMSArray)
0:37 Sequence
0:37 move second child to first child ( temp 3-component vector of int)
0:37 't22' ( temp 3-component vector of int)
0:37 textureSize ( global 3-component vector of int)
0:37 'ismsa' ( uniform isampler2DMSArray)
0:38 Sequence
0:38 move second child to first child ( temp 3-component vector of int)
0:38 't23' ( temp 3-component vector of int)
0:38 textureSize ( global 3-component vector of int)
0:38 'usmsa' ( uniform usampler2DMSArray)
0:39 Sequence
0:39 move second child to first child ( temp 4-component vector of float)
0:39 't31' ( temp 4-component vector of float)
0:39 textureFetch ( global 4-component vector of float)
0:39 'sms' ( uniform sampler2DMS)
0:39 'p2' ( flat in 2-component vector of int)
0:39 'samp' ( flat in int)
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of int)
0:40 't32' ( temp 4-component vector of int)
0:40 textureFetch ( global 4-component vector of int)
0:40 'isms' ( uniform isampler2DMS)
0:40 'p2' ( flat in 2-component vector of int)
0:40 'samp' ( flat in int)
0:41 Sequence
0:41 move second child to first child ( temp 4-component vector of uint)
0:41 't33' ( temp 4-component vector of uint)
0:41 textureFetch ( global 4-component vector of uint)
0:41 'usms' ( uniform usampler2DMS)
0:41 'p2' ( flat in 2-component vector of int)
0:41 Constant:
0:41 3 (const int)
0:42 Sequence
0:42 move second child to first child ( temp 4-component vector of float)
0:42 't41' ( temp 4-component vector of float)
0:42 textureFetch ( global 4-component vector of float)
0:42 'smsa' ( uniform sampler2DMSArray)
0:42 'p3' ( flat in 3-component vector of int)
0:42 'samp' ( flat in int)
0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of int)
0:43 't42' ( temp 4-component vector of int)
0:43 textureFetch ( global 4-component vector of int)
0:43 'ismsa' ( uniform isampler2DMSArray)
0:43 Constant:
0:43 2 (const int)
0:43 2 (const int)
0:43 2 (const int)
0:43 'samp' ( flat in int)
0:44 Sequence
0:44 move second child to first child ( temp 4-component vector of uint)
0:44 't43' ( temp 4-component vector of uint)
0:44 textureFetch ( global 4-component vector of uint)
0:44 'usmsa' ( uniform usampler2DMSArray)
0:44 'p3' ( flat in 3-component vector of int)
0:44 'samp' ( flat in int)
0:47 Function Definition: primitiveID( ( global int)
0:47 Function Parameters:
0:49 Sequence
0:49 Branch: Return with expression
0:49 'gl_PrimitiveID' ( flat in int PrimitiveID)
0:? Linker Objects
0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? 'foo' ( smooth in 4-component vector of float)
0:? 's' ( smooth in structure{ global float f})
0:? 'patch' ( global float)
0:? 'sms' ( uniform sampler2DMS)
0:? 'isms' ( uniform isampler2DMS)
0:? 'usms' ( uniform usampler2DMS)
0:? 'smsa' ( uniform sampler2DMSArray)
0:? 'ismsa' ( uniform isampler2DMSArray)
0:? 'usmsa' ( uniform usampler2DMSArray)
0:? 'p2' ( flat in 2-component vector of int)
0:? 'p3' ( flat in 3-component vector of int)
0:? 'samp' ( flat in int)
Linked fragment stage:
Shader version: 150
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 'c' ( temp 4-component vector of float)
0:11 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'patch' ( global float)
0:18 Constant:
0:18 3.100000
0:? Linker Objects
0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? 'foo' ( smooth in 4-component vector of float)
0:? 's' ( smooth in structure{ global float f})
0:? 'patch' ( global float)
0:? 'sms' ( uniform sampler2DMS)
0:? 'isms' ( uniform isampler2DMS)
0:? 'usms' ( uniform usampler2DMS)
0:? 'smsa' ( uniform sampler2DMSArray)
0:? 'ismsa' ( uniform isampler2DMSArray)
0:? 'usmsa' ( uniform usampler2DMSArray)
0:? 'p2' ( flat in 2-component vector of int)
0:? 'p3' ( flat in 3-component vector of int)
0:? 'samp' ( flat in int)

View File

@ -1,289 +0,0 @@
150.geom
ERROR: 0:15: 'fromVertex' : block instance name redefinition
ERROR: 0:19: 'fromVertex' : redefinition
ERROR: 0:21: 'fooC' : block instance name redefinition
ERROR: 0:29: 'EmitStreamVertex' : no matching overloaded function found
ERROR: 0:30: 'EndStreamPrimitive' : no matching overloaded function found
ERROR: 0:44: 'stream' : can only be used on an output
ERROR: 0:45: 'stream' : can only be used on an output
ERROR: 0:46: 'stream' : can only be used on an output
ERROR: 0:47: 'stream' : can only be used on an output
ERROR: 0:47: 'stream' : can only be used on an output
ERROR: 0:60: 'stream' : member cannot contradict block
ERROR: 0:66: 'max_vertices' : too large, must be less than gl_MaxGeometryOutputVertices
ERROR: 0:66: 'max_vertices' : cannot change previously set layout value
ERROR: 0:67: 'max_vertices' : can only apply to a standalone qualifier
ERROR: 0:72: 'points' : cannot change previously set output primitive
ERROR: 0:73: 'points' : cannot change previously set output primitive
ERROR: 0:74: 'triangle_strip' : cannot apply to input
ERROR: 0:75: 'triangle_strip' : cannot apply to: uniform
ERROR: 0:76: 'triangle_strip' : can only apply to a standalone qualifier
ERROR: 0:77: 'triangle_strip' : can only apply to a standalone qualifier
ERROR: 0:78: 'invocations' : not supported for this version or the enabled extensions
ERROR: 0:78: 'invocations' : can only apply to a standalone qualifier
ERROR: 0:80: 'invocations' : not supported for this version or the enabled extensions
ERROR: 0:80: 'invocations' : can only apply to a standalone qualifier
ERROR: 0:81: 'max_vertices' : can only apply to a standalone qualifier
ERROR: 0:82: 'triangle_strip' : can only apply to a standalone qualifier
ERROR: 0:85: 'lines' : cannot apply to 'out'
ERROR: 0:87: 'triangles' : cannot change previously set input primitive
ERROR: 0:88: 'triangles_adjacency' : cannot change previously set input primitive
ERROR: 0:89: 'invocations' : not supported for this version or the enabled extensions
ERROR: 0:92: 'stream' : member cannot contradict block
ERROR: 0:92: 'stream' : can only be used on an output
ERROR: 0:129: 'gl_ViewportIndex' : required extension not requested: GL_ARB_viewport_array
ERROR: 0:129: 'gl_MaxViewports' : required extension not requested: GL_ARB_viewport_array
ERROR: 0:139: 'gl_ViewportIndex' : identifiers starting with "gl_" are reserved
ERROR: 35 compilation errors. No code generated.
Shader version: 150
Requested GL_ARB_viewport_array
invocations = 4
max_vertices = 200
input primitive = lines_adjacency
output primitive = triangle_strip
ERROR: node is still EOpNull!
0:25 Function Definition: main( ( global void)
0:25 Function Parameters:
0:27 Sequence
0:27 EmitVertex ( global void)
0:28 EndPrimitive ( global void)
0:29 Constant:
0:29 0.000000
0:30 Constant:
0:30 0.000000
0:32 move second child to first child ( temp 3-component vector of float)
0:32 color: direct index for structure (layout( stream=0) out 3-component vector of float)
0:32 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color})
0:32 Constant:
0:32 0 (const uint)
0:32 color: direct index for structure ( in 3-component vector of float)
0:32 direct index ( temp block{ in 3-component vector of float color})
0:32 'fromV' ( in 4-element array of block{ in 3-component vector of float color})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 move second child to first child ( temp float)
0:33 direct index (layout( stream=0) temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure (layout( stream=0) out unsized 4-element array of float ClipDistance)
0:33 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 4-element array of float ClipDistance gl_ClipDistance})
0:33 Constant:
0:33 2 (const uint)
0:33 Constant:
0:33 3 (const int)
0:33 direct index ( temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 2 (const int)
0:34 move second child to first child ( temp 4-component vector of float)
0:34 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:34 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 4-element array of float ClipDistance gl_ClipDistance})
0:34 Constant:
0:34 0 (const uint)
0:34 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:34 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 0 (const int)
0:35 move second child to first child ( temp float)
0:35 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize float PointSize)
0:35 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 4-element array of float ClipDistance gl_ClipDistance})
0:35 Constant:
0:35 1 (const uint)
0:35 gl_PointSize: direct index for structure ( in float PointSize)
0:35 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:35 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 1 (const int)
0:36 move second child to first child ( temp int)
0:36 'gl_PrimitiveID' (layout( stream=0) out int PrimitiveID)
0:36 'gl_PrimitiveIDIn' ( in int PrimitiveID)
0:37 move second child to first child ( temp int)
0:37 'gl_Layer' (layout( stream=0) out int Layer)
0:37 Constant:
0:37 2 (const int)
0:67 Function Definition: foo(i1; ( global void)
0:67 Function Parameters:
0:67 'a' ( in int)
0:69 Sequence
0:69 move second child to first child ( temp 4-component vector of float)
0:69 a: direct index for structure (layout( stream=6) out 4-component vector of float)
0:69 'ouuaa6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a})
0:69 Constant:
0:69 0 (const int)
0:69 Constant:
0:69 1.000000
0:69 1.000000
0:69 1.000000
0:69 1.000000
0:107 Sequence
0:107 move second child to first child ( temp float)
0:107 'summ' ( global float)
0:107 Constant:
0:107 11332.000000
0:127 Function Definition: fooe1( ( global void)
0:127 Function Parameters:
0:129 Sequence
0:129 move second child to first child ( temp int)
0:129 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex)
0:129 Constant:
0:129 15 (const int)
0:134 Function Definition: fooe2( ( global void)
0:134 Function Parameters:
0:136 Sequence
0:136 move second child to first child ( temp int)
0:136 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex)
0:136 Constant:
0:136 15 (const int)
0:? Linker Objects
0:? 'fromV' ( in 4-element array of block{ in 3-component vector of float color})
0:? 'toF' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color})
0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 4-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:? 'ov0' (layout( stream=0) out 4-component vector of float)
0:? 'ov4' (layout( stream=4) out 4-component vector of float)
0:? 'o1v0' (layout( stream=0) out 4-component vector of float)
0:? 'ua' (layout( stream=3) uniform int)
0:? 'ibb' (layout( stream=3 column_major shared) uniform block{layout( stream=3 column_major shared) uniform int ua})
0:? 'ov3' (layout( stream=3) out 4-component vector of float)
0:? 'ouuaa6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a})
0:? 'ouua6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a})
0:? 'ouua7' (layout( stream=7) out block{layout( stream=6) out 4-component vector of float a})
0:? 'ov2s3' (layout( stream=3) out 4-component vector of float)
0:? 'badv4' (layout( stream=3) out 4-component vector of float)
0:? 'bad2v4' ( in 4-element array of 4-component vector of float)
0:? 'anon@2' (layout( stream=3) out block{layout( stream=3) out int a})
0:? 'outbi' (layout( stream=3) out block{layout( stream=3) out int a, layout( stream=3) out int b, layout( stream=3) out int c})
0:? 'inbi' ( in 4-element array of block{layout( stream=2) in int a})
0:? 'insn' ( in 4-element array of block{ in int a15})
0:? 'anon@3' (layout( stream=3) out block{layout( stream=3) out float f15})
0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15})
0:? 'summ' ( global float)
0:? 'gl_ViewportIndex' (layout( stream=3) out int)
Linked geometry stage:
Shader version: 150
Requested GL_ARB_viewport_array
invocations = 4
max_vertices = 200
input primitive = lines_adjacency
output primitive = triangle_strip
ERROR: node is still EOpNull!
0:25 Function Definition: main( ( global void)
0:25 Function Parameters:
0:27 Sequence
0:27 EmitVertex ( global void)
0:28 EndPrimitive ( global void)
0:29 Constant:
0:29 0.000000
0:30 Constant:
0:30 0.000000
0:32 move second child to first child ( temp 3-component vector of float)
0:32 color: direct index for structure (layout( stream=0) out 3-component vector of float)
0:32 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color})
0:32 Constant:
0:32 0 (const uint)
0:32 color: direct index for structure ( in 3-component vector of float)
0:32 direct index ( temp block{ in 3-component vector of float color})
0:32 'fromV' ( in 4-element array of block{ in 3-component vector of float color})
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 move second child to first child ( temp float)
0:33 direct index (layout( stream=0) temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure (layout( stream=0) out 4-element array of float ClipDistance)
0:33 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance})
0:33 Constant:
0:33 2 (const uint)
0:33 Constant:
0:33 3 (const int)
0:33 direct index ( temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 2 (const int)
0:34 move second child to first child ( temp 4-component vector of float)
0:34 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position)
0:34 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance})
0:34 Constant:
0:34 0 (const uint)
0:34 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:34 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:34 Constant:
0:34 0 (const int)
0:34 Constant:
0:34 0 (const int)
0:35 move second child to first child ( temp float)
0:35 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize float PointSize)
0:35 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance})
0:35 Constant:
0:35 1 (const uint)
0:35 gl_PointSize: direct index for structure ( in float PointSize)
0:35 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:35 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 1 (const int)
0:36 move second child to first child ( temp int)
0:36 'gl_PrimitiveID' (layout( stream=0) out int PrimitiveID)
0:36 'gl_PrimitiveIDIn' ( in int PrimitiveID)
0:37 move second child to first child ( temp int)
0:37 'gl_Layer' (layout( stream=0) out int Layer)
0:37 Constant:
0:37 2 (const int)
0:107 Sequence
0:107 move second child to first child ( temp float)
0:107 'summ' ( global float)
0:107 Constant:
0:107 11332.000000
0:? Linker Objects
0:? 'fromV' ( in 4-element array of block{ in 3-component vector of float color})
0:? 'toF' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-component vector of float color})
0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 4-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_in' ( in 4-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:? 'ov0' (layout( stream=0) out 4-component vector of float)
0:? 'ov4' (layout( stream=4) out 4-component vector of float)
0:? 'o1v0' (layout( stream=0) out 4-component vector of float)
0:? 'ua' (layout( stream=3) uniform int)
0:? 'ibb' (layout( stream=3 column_major shared) uniform block{layout( stream=3 column_major shared) uniform int ua})
0:? 'ov3' (layout( stream=3) out 4-component vector of float)
0:? 'ouuaa6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a})
0:? 'ouua6' (layout( stream=6) out block{layout( stream=6) out 4-component vector of float a})
0:? 'ouua7' (layout( stream=7) out block{layout( stream=6) out 4-component vector of float a})
0:? 'ov2s3' (layout( stream=3) out 4-component vector of float)
0:? 'badv4' (layout( stream=3) out 4-component vector of float)
0:? 'bad2v4' ( in 4-element array of 4-component vector of float)
0:? 'anon@2' (layout( stream=3) out block{layout( stream=3) out int a})
0:? 'outbi' (layout( stream=3) out block{layout( stream=3) out int a, layout( stream=3) out int b, layout( stream=3) out int c})
0:? 'inbi' ( in 4-element array of block{layout( stream=2) in int a})
0:? 'insn' ( in 4-element array of block{ in int a15})
0:? 'anon@3' (layout( stream=3) out block{layout( stream=3) out float f15})
0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15})
0:? 'summ' ( global float)
0:? 'gl_ViewportIndex' (layout( stream=3) out int)

File diff suppressed because it is too large Load Diff

View File

@ -1,95 +0,0 @@
150.vert
ERROR: 0:26: 'a' : cannot redeclare a user-block member array
ERROR: 0:3001: '#error' : line of this error should be 3001
ERROR: 2 compilation errors. No code generated.
Shader version: 150
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position)
0:15 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:15 Constant:
0:15 0 (const uint)
0:15 'iv4' ( in 4-component vector of float)
0:16 move second child to first child ( temp float)
0:16 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:16 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:16 Constant:
0:16 1 (const uint)
0:16 'ps' ( uniform float)
0:17 move second child to first child ( temp float)
0:17 direct index ( temp float ClipDistance)
0:17 gl_ClipDistance: direct index for structure ( out 4-element array of float ClipDistance)
0:17 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:17 Constant:
0:17 2 (const uint)
0:17 Constant:
0:17 2 (const int)
0:17 direct index ( temp float)
0:17 'iv4' ( in 4-component vector of float)
0:17 Constant:
0:17 0 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_ClipVertex: direct index for structure ( gl_ClipVertex 4-component vector of float ClipVertex)
0:18 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:18 Constant:
0:18 3 (const uint)
0:18 'iv4' ( in 4-component vector of float)
0:? Linker Objects
0:? 'iv4' ( in 4-component vector of float)
0:? 'ps' ( uniform float)
0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 1-element array of int a})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred)
Shader version: 150
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 move second child to first child ( temp 4-component vector of float)
0:15 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position)
0:15 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:15 Constant:
0:15 0 (const uint)
0:15 'iv4' ( in 4-component vector of float)
0:16 move second child to first child ( temp float)
0:16 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:16 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:16 Constant:
0:16 1 (const uint)
0:16 'ps' ( uniform float)
0:17 move second child to first child ( temp float)
0:17 direct index ( temp float ClipDistance)
0:17 gl_ClipDistance: direct index for structure ( out 4-element array of float ClipDistance)
0:17 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:17 Constant:
0:17 2 (const uint)
0:17 Constant:
0:17 2 (const int)
0:17 direct index ( temp float)
0:17 'iv4' ( in 4-component vector of float)
0:17 Constant:
0:17 0 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 gl_ClipVertex: direct index for structure ( gl_ClipVertex 4-component vector of float ClipVertex)
0:18 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 4-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:18 Constant:
0:18 3 (const uint)
0:18 'iv4' ( in 4-component vector of float)
0:? Linker Objects
0:? 'iv4' ( in 4-component vector of float)
0:? 'ps' ( uniform float)
0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 1-element array of int a})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,632 +0,0 @@
300.frag
ERROR: 0:2: 'float' : type requires declaration of default precision qualifier
ERROR: 0:30: 'noperspective' : Reserved word.
ERROR: 0:30: 'noperspective' : not supported for this version or the enabled extensions
ERROR: 0:31: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: bads
ERROR: 0:32: 'uint' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:39: 'structure' : must be qualified as flat in
ERROR: 0:39: 'structure' : non-uniform struct contains a sampler or image: badout
ERROR: 0:60: 'texel offset' : argument must be compile-time constant
ERROR: 0:62: 'texel offset' : argument must be compile-time constant
ERROR: 0:63: 'texel offset' : argument must be compile-time constant
ERROR: 0:64: 'texel offset' : argument must be compile-time constant
ERROR: 0:66: 'texel offset' : argument must be compile-time constant
ERROR: 0:68: 'texel offset' : argument must be compile-time constant
ERROR: 0:69: 'variable indexing sampler array' : not supported for this version or the enabled extensions
ERROR: 0:73: 'texel offset' : argument must be compile-time constant
ERROR: 0:83: 'double' : Reserved word.
ERROR: 0:83: 'double' : not supported with this profile: es
ERROR: 0:84: 'dvec2' : Reserved word.
ERROR: 0:84: 'double vector' : not supported with this profile: es
ERROR: 0:85: 'dvec3' : Reserved word.
ERROR: 0:85: 'double vector' : not supported with this profile: es
ERROR: 0:86: 'dvec4' : Reserved word.
ERROR: 0:86: 'double vector' : not supported with this profile: es
ERROR: 0:101: 'arrays of arrays' : not supported for this version or the enabled extensions
ERROR: 0:102: 'arrays of arrays' : not supported for this version or the enabled extensions
ERROR: 0:102: 'arrays of arrays' : not supported for this version or the enabled extensions
ERROR: 0:103: 'arrays of arrays' : not supported for this version or the enabled extensions
ERROR: 0:103: 'arrays of arrays' : not supported for this version or the enabled extensions
ERROR: 0:100: 'arrays of arrays' : not supported for this version or the enabled extensions
ERROR: 0:100: 'array-of-array of block' : not supported with this profile: es
ERROR: 0:111: 'variable indexing fragment shader output array' : not supported with this profile: es
ERROR: 0:119: '==' : can't use with samplers or structs containing samplers
ERROR: 0:120: '!=' : can't use with samplers or structs containing samplers
ERROR: 0:121: '==' : can't use with samplers or structs containing samplers
ERROR: 0:121: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type ' global lowp sampler2D' and a right operand of type ' global lowp sampler2D' (or there is no acceptable conversion)
ERROR: 0:122: '=' : can't use with samplers or structs containing samplers
ERROR: 0:123: '==' : can't use with samplers or structs containing samplers
ERROR: 0:129: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:129: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:148: 'qualifier' : cannot use auxiliary, memory, interpolation, or precision qualifier in a default qualifier declaration (declaration with no type)
ERROR: 0:150: 'early_fragment_tests' : not supported for this version or the enabled extensions
ERROR: 0:156: 'invariant' : can only apply to an output
ERROR: 0:157: 'invariant' : can only apply to an output
ERROR: 0:158: 'invariant' : can only apply to an output
ERROR: 0:160: 'imageBuffer' : Reserved word.
ERROR: 0:160: '' : syntax error, unexpected IMAGEBUFFER, expecting COMMA or SEMICOLON
ERROR: 46 compilation errors. No code generated.
Shader version: 300
using early_fragment_tests
ERROR: node is still EOpNull!
0:53 Function Definition: main( ( global void)
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child ( temp lowp 4-component vector of float)
0:57 'v' ( temp lowp 4-component vector of float)
0:57 texture ( global lowp 4-component vector of float)
0:57 's2D' ( uniform lowp sampler2D)
0:57 'c2D' ( smooth in lowp 2-component vector of float)
0:58 move second child to first child ( temp lowp 4-component vector of float)
0:58 'v' ( temp lowp 4-component vector of float)
0:58 textureProj ( global lowp 4-component vector of float)
0:58 's3D' ( uniform lowp sampler3D)
0:58 'c4D' ( smooth temp lowp 4-component vector of float)
0:59 move second child to first child ( temp lowp 4-component vector of float)
0:59 'v' ( temp lowp 4-component vector of float)
0:59 textureLod ( global lowp 4-component vector of float)
0:59 's2DArray' ( uniform lowp sampler2DArray)
0:59 'c3D' ( smooth in lowp 3-component vector of float)
0:59 Constant:
0:59 1.200000
0:60 move second child to first child ( temp lowp float)
0:60 'f' ( temp lowp float)
0:60 textureOffset ( global lowp float, operation at mediump)
0:60 's2DShadow' ( uniform lowp sampler2DShadow)
0:60 'c3D' ( smooth in lowp 3-component vector of float)
0:60 'ic2D' ( flat in mediump 2-component vector of int)
0:60 'c1D' ( smooth in lowp float)
0:61 move second child to first child ( temp lowp 4-component vector of float)
0:61 'v' ( temp lowp 4-component vector of float)
0:61 textureFetch ( global lowp 4-component vector of float, operation at mediump)
0:61 's3D' ( uniform lowp sampler3D)
0:61 'ic3D' ( flat in mediump 3-component vector of int)
0:61 'ic1D' ( flat in mediump int)
0:62 move second child to first child ( temp lowp 4-component vector of float)
0:62 'v' ( temp lowp 4-component vector of float)
0:62 textureFetchOffset ( global lowp 4-component vector of float, operation at mediump)
0:62 direct index ( temp lowp sampler2D)
0:62 'arrayedSampler' ( uniform 5-element array of lowp sampler2D)
0:62 Constant:
0:62 2 (const int)
0:62 'ic2D' ( flat in mediump 2-component vector of int)
0:62 Constant:
0:62 4 (const int)
0:62 'ic2D' ( flat in mediump 2-component vector of int)
0:63 move second child to first child ( temp lowp float)
0:63 'f' ( temp lowp float)
0:63 textureLodOffset ( global lowp float, operation at mediump)
0:63 's2DShadow' ( uniform lowp sampler2DShadow)
0:63 'c3D' ( smooth in lowp 3-component vector of float)
0:63 'c1D' ( smooth in lowp float)
0:63 'ic2D' ( flat in mediump 2-component vector of int)
0:64 move second child to first child ( temp lowp 4-component vector of float)
0:64 'v' ( temp lowp 4-component vector of float)
0:64 textureProjLodOffset ( global lowp 4-component vector of float, operation at mediump)
0:64 's2D' ( uniform lowp sampler2D)
0:64 'c3D' ( smooth in lowp 3-component vector of float)
0:64 'c1D' ( smooth in lowp float)
0:64 'ic2D' ( flat in mediump 2-component vector of int)
0:65 move second child to first child ( temp lowp 4-component vector of float)
0:65 'v' ( temp lowp 4-component vector of float)
0:65 textureGrad ( global lowp 4-component vector of float)
0:65 'sCube' ( uniform lowp samplerCube)
0:65 'c3D' ( smooth in lowp 3-component vector of float)
0:65 'c3D' ( smooth in lowp 3-component vector of float)
0:65 'c3D' ( smooth in lowp 3-component vector of float)
0:66 move second child to first child ( temp lowp float)
0:66 'f' ( temp lowp float)
0:66 textureGradOffset ( global lowp float, operation at mediump)
0:66 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow)
0:66 'c4D' ( smooth temp lowp 4-component vector of float)
0:66 'c2D' ( smooth in lowp 2-component vector of float)
0:66 'c2D' ( smooth in lowp 2-component vector of float)
0:66 'ic2D' ( flat in mediump 2-component vector of int)
0:67 move second child to first child ( temp lowp 4-component vector of float)
0:67 'v' ( temp lowp 4-component vector of float)
0:67 textureProjGrad ( global lowp 4-component vector of float)
0:67 's3D' ( uniform lowp sampler3D)
0:67 'c4D' ( smooth temp lowp 4-component vector of float)
0:67 'c3D' ( smooth in lowp 3-component vector of float)
0:67 'c3D' ( smooth in lowp 3-component vector of float)
0:68 move second child to first child ( temp lowp 4-component vector of float)
0:68 'v' ( temp lowp 4-component vector of float)
0:68 textureProjGradOffset ( global lowp 4-component vector of float, operation at mediump)
0:68 's2D' ( uniform lowp sampler2D)
0:68 'c3D' ( smooth in lowp 3-component vector of float)
0:68 'c2D' ( smooth in lowp 2-component vector of float)
0:68 'c2D' ( smooth in lowp 2-component vector of float)
0:68 'ic2D' ( flat in mediump 2-component vector of int)
0:69 move second child to first child ( temp lowp 4-component vector of float)
0:69 'v' ( temp lowp 4-component vector of float)
0:69 texture ( global lowp 4-component vector of float)
0:69 indirect index ( temp lowp sampler2D)
0:69 'arrayedSampler' ( uniform 5-element array of lowp sampler2D)
0:69 'ic1D' ( flat in mediump int)
0:69 'c2D' ( smooth in lowp 2-component vector of float)
0:72 move second child to first child ( temp mediump 4-component vector of int)
0:72 'iv' ( temp mediump 4-component vector of int)
0:72 texture ( global lowp 4-component vector of int)
0:72 'is2D' ( uniform lowp isampler2D)
0:72 'c2D' ( smooth in lowp 2-component vector of float)
0:73 move second child to first child ( temp mediump 4-component vector of int)
0:73 'iv' ( temp mediump 4-component vector of int)
0:73 textureProjOffset ( global lowp 4-component vector of int, operation at mediump)
0:73 'is2D' ( uniform lowp isampler2D)
0:73 'c4D' ( smooth temp lowp 4-component vector of float)
0:73 'ic2D' ( flat in mediump 2-component vector of int)
0:74 move second child to first child ( temp mediump 4-component vector of int)
0:74 'iv' ( temp mediump 4-component vector of int)
0:74 textureProjLod ( global lowp 4-component vector of int)
0:74 'is2D' ( uniform lowp isampler2D)
0:74 'c3D' ( smooth in lowp 3-component vector of float)
0:74 'c1D' ( smooth in lowp float)
0:75 move second child to first child ( temp mediump 4-component vector of int)
0:75 'iv' ( temp mediump 4-component vector of int)
0:75 textureProjGrad ( global lowp 4-component vector of int)
0:75 'is2D' ( uniform lowp isampler2D)
0:75 'c3D' ( smooth in lowp 3-component vector of float)
0:75 'c2D' ( smooth in lowp 2-component vector of float)
0:75 'c2D' ( smooth in lowp 2-component vector of float)
0:76 move second child to first child ( temp mediump 4-component vector of int)
0:76 'iv' ( temp mediump 4-component vector of int)
0:76 texture ( global lowp 4-component vector of int)
0:76 'is3D' ( uniform lowp isampler3D)
0:76 'c3D' ( smooth in lowp 3-component vector of float)
0:76 Constant:
0:76 4.200000
0:77 move second child to first child ( temp mediump 4-component vector of int)
0:77 'iv' ( temp mediump 4-component vector of int)
0:77 textureLod ( global lowp 4-component vector of int)
0:77 'isCube' ( uniform lowp isamplerCube)
0:77 'c3D' ( smooth in lowp 3-component vector of float)
0:77 'c1D' ( smooth in lowp float)
0:78 move second child to first child ( temp mediump 4-component vector of int)
0:78 'iv' ( temp mediump 4-component vector of int)
0:78 textureFetch ( global lowp 4-component vector of int, operation at mediump)
0:78 'is2DArray' ( uniform lowp isampler2DArray)
0:78 'ic3D' ( flat in mediump 3-component vector of int)
0:78 'ic1D' ( flat in mediump int)
0:80 move second child to first child ( temp highp 2-component vector of int)
0:80 vector swizzle ( temp mediump 2-component vector of int)
0:80 'iv' ( temp mediump 4-component vector of int)
0:80 Sequence
0:80 Constant:
0:80 0 (const int)
0:80 Constant:
0:80 1 (const int)
0:80 textureSize ( global highp 2-component vector of int, operation at lowp)
0:80 'sCubeShadow' ( uniform lowp samplerCubeShadow)
0:80 Constant:
0:80 2 (const int)
0:88 add second child into first child ( temp highp float)
0:88 'f' ( temp lowp float)
0:88 direct index ( temp highp float)
0:88 'gl_FragCoord' ( gl_FragCoord highp 4-component vector of float FragCoord)
0:88 Constant:
0:88 1 (const int)
0:89 move second child to first child ( temp highp float)
0:89 'gl_FragDepth' ( gl_FragDepth highp float FragDepth)
0:89 'f' ( temp lowp float)
0:91 move second child to first child ( temp lowp 3-component vector of float)
0:91 'sc' ( out lowp 3-component vector of float)
0:91 c: direct index for structure ( global lowp 3-component vector of float)
0:91 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f})
0:91 Constant:
0:91 0 (const int)
0:92 move second child to first child ( temp lowp float)
0:92 'sf' ( out lowp float)
0:92 f: direct index for structure ( global lowp float)
0:92 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f})
0:92 Constant:
0:92 1 (const int)
0:94 add ( temp lowp 2-component vector of float)
0:94 hyp. sine ( global lowp float)
0:94 'c1D' ( smooth in lowp float)
0:95 vector-scale ( temp lowp 2-component vector of float)
0:95 hyp. cosine ( global lowp float)
0:95 'c1D' ( smooth in lowp float)
0:95 hyp. tangent ( global lowp 2-component vector of float)
0:95 'c2D' ( smooth in lowp 2-component vector of float)
0:96 add ( temp lowp 4-component vector of float)
0:96 arc hyp. sine ( global lowp 4-component vector of float)
0:96 'c4D' ( smooth temp lowp 4-component vector of float)
0:96 arc hyp. cosine ( global lowp 4-component vector of float)
0:96 'c4D' ( smooth temp lowp 4-component vector of float)
0:97 arc hyp. tangent ( global lowp 3-component vector of float)
0:97 'c3D' ( smooth in lowp 3-component vector of float)
0:108 Function Definition: foo( ( global void)
0:108 Function Parameters:
0:110 Sequence
0:110 move second child to first child ( temp lowp 4-component vector of float)
0:110 direct index ( temp lowp 4-component vector of float)
0:110 'colors' ( out 4-element array of lowp 4-component vector of float)
0:110 Constant:
0:110 2 (const int)
0:110 'c4D' ( smooth temp lowp 4-component vector of float)
0:111 move second child to first child ( temp lowp 4-component vector of float)
0:111 indirect index ( temp lowp 4-component vector of float)
0:111 'colors' ( out 4-element array of lowp 4-component vector of float)
0:111 'ic1D' ( flat in mediump int)
0:111 'c4D' ( smooth temp lowp 4-component vector of float)
0:117 Function Definition: foo13(struct-s-i1-s211; ( global void)
0:117 Function Parameters:
0:117 'inSt2' ( in structure{ global mediump int i, global lowp sampler2D s})
0:119 Sequence
0:119 Test condition and select ( temp void)
0:119 Condition
0:119 Compare Equal ( temp bool)
0:119 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:119 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:119 true case is null
0:120 Test condition and select ( temp void)
0:120 Condition
0:120 Compare Not Equal ( temp bool)
0:120 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:120 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:120 true case is null
0:121 Constant:
0:121 false (const bool)
0:122 move second child to first child ( temp structure{ global mediump int i, global lowp sampler2D s})
0:122 'inSt2' ( in structure{ global mediump int i, global lowp sampler2D s})
0:122 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:123 Compare Equal ( temp bool)
0:123 'inSt2' ( in structure{ global mediump int i, global lowp sampler2D s})
0:123 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:126 Function Definition: foo23( ( global void)
0:126 Function Parameters:
0:128 Sequence
0:128 textureOffset ( global lowp float)
0:128 's2DShadow' ( uniform lowp sampler2DShadow)
0:128 'c3D' ( smooth in lowp 3-component vector of float)
0:128 Constant:
0:128 -8 (const int)
0:128 7 (const int)
0:128 'c1D' ( smooth in lowp float)
0:129 textureOffset ( global lowp float)
0:129 's2DShadow' ( uniform lowp sampler2DShadow)
0:129 'c3D' ( smooth in lowp 3-component vector of float)
0:129 Constant:
0:129 -9 (const int)
0:129 8 (const int)
0:129 'c1D' ( smooth in lowp float)
0:132 Function Definition: foo324( ( global void)
0:132 Function Parameters:
0:134 Sequence
0:134 Sequence
0:134 move second child to first child ( temp lowp float)
0:134 'p' ( temp lowp float)
0:134 Constant:
0:134 210.712306
0:135 add second child into first child ( temp lowp float)
0:135 'p' ( temp lowp float)
0:135 Constant:
0:135 0.389418
0:136 add second child into first child ( temp lowp float)
0:136 'p' ( temp lowp float)
0:136 Constant:
0:136 5.000000
0:137 add second child into first child ( temp lowp float)
0:137 'p' ( temp lowp float)
0:137 Constant:
0:137 13.000000
0:138 Sequence
0:138 move second child to first child ( temp lowp 3-component vector of float)
0:138 'c3' ( temp lowp 3-component vector of float)
0:138 Constant:
0:138 -15.000000
0:138 -2.000000
0:138 39.000000
0:139 add second child into first child ( temp lowp 3-component vector of float)
0:139 'c3' ( temp lowp 3-component vector of float)
0:139 Constant:
0:139 -1.000000
0:139 -2.000000
0:139 -3.000000
0:140 add second child into first child ( temp lowp 3-component vector of float)
0:140 'c3' ( temp lowp 3-component vector of float)
0:140 Constant:
0:140 1.000000
0:140 2.000000
0:140 3.000000
0:141 Sequence
0:141 move second child to first child ( temp lowp 2-component vector of float)
0:141 'c2' ( temp lowp 2-component vector of float)
0:141 Constant:
0:141 1.000000
0:141 -3.000000
0:142 add second child into first child ( temp lowp 2-component vector of float)
0:142 'c2' ( temp lowp 2-component vector of float)
0:142 Constant:
0:142 1.000000
0:142 -3.000000
0:143 add second child into first child ( temp lowp 2-component vector of float)
0:143 'c2' ( temp lowp 2-component vector of float)
0:143 Constant:
0:143 3.000000
0:143 -8.544004
0:144 add second child into first child ( temp lowp 2-component vector of float)
0:144 'c2' ( temp lowp 2-component vector of float)
0:144 Constant:
0:144 0.000000
0:144 0.000000
0:145 Sequence
0:145 move second child to first child ( temp lowp 3X2 matrix of float)
0:145 'm32' ( temp lowp 3X2 matrix of float)
0:145 Constant:
0:145 10.000000
0:145 15.000000
0:145 14.000000
0:145 21.000000
0:145 22.000000
0:145 33.000000
0:? Linker Objects
0:? 's2D' ( uniform lowp sampler2D)
0:? 's3D' ( uniform lowp sampler3D)
0:? 'sCube' ( uniform lowp samplerCube)
0:? 'sCubeShadow' ( uniform lowp samplerCubeShadow)
0:? 's2DShadow' ( uniform lowp sampler2DShadow)
0:? 's2DArray' ( uniform lowp sampler2DArray)
0:? 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow)
0:? 'is2D' ( uniform lowp isampler2D)
0:? 'is3D' ( uniform lowp isampler3D)
0:? 'isCube' ( uniform lowp isamplerCube)
0:? 'is2DArray' ( uniform lowp isampler2DArray)
0:? 'us2D' ( uniform lowp usampler2D)
0:? 'us3D' ( uniform lowp usampler3D)
0:? 'usCube' ( uniform lowp usamplerCube)
0:? 'us2DArray' ( uniform lowp usampler2DArray)
0:? 'c1D' ( smooth in lowp float)
0:? 'c2D' ( smooth in lowp 2-component vector of float)
0:? 'c3D' ( smooth in lowp 3-component vector of float)
0:? 'c4D' ( smooth temp lowp 4-component vector of float)
0:? 'ic1D' ( flat in mediump int)
0:? 'ic2D' ( flat in mediump 2-component vector of int)
0:? 'ic3D' ( flat in mediump 3-component vector of int)
0:? 'ic4D' ( flat in mediump 4-component vector of int)
0:? 'badv' ( noperspective in lowp 4-component vector of float)
0:? 'bads' ( smooth in lowp sampler2D)
0:? 'badout' ( smooth in structure{ global mediump int i, global lowp sampler2D s})
0:? 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f})
0:? 'sc' ( out lowp 3-component vector of float)
0:? 'sf' ( out lowp float)
0:? 'arrayedSampler' ( uniform 5-element array of lowp sampler2D)
0:? 'multiInst' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform 3-element array of 2-element array of mediump int a, layout( column_major shared) uniform 2-element array of 3-element array of mediump int b, layout( column_major shared) uniform 2-element array of 3-element array of mediump int c})
0:? 'colors' ( out 4-element array of lowp 4-component vector of float)
0:? 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:? 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:? 'fooinv' ( invariant smooth in lowp 4-component vector of float)
Linked fragment stage:
ERROR: Linking fragment stage: when more than one fragment shader output, all must have location qualifiers
Shader version: 300
using early_fragment_tests
ERROR: node is still EOpNull!
0:53 Function Definition: main( ( global void)
0:53 Function Parameters:
0:? Sequence
0:57 move second child to first child ( temp lowp 4-component vector of float)
0:57 'v' ( temp lowp 4-component vector of float)
0:57 texture ( global lowp 4-component vector of float)
0:57 's2D' ( uniform lowp sampler2D)
0:57 'c2D' ( smooth in lowp 2-component vector of float)
0:58 move second child to first child ( temp lowp 4-component vector of float)
0:58 'v' ( temp lowp 4-component vector of float)
0:58 textureProj ( global lowp 4-component vector of float)
0:58 's3D' ( uniform lowp sampler3D)
0:58 'c4D' ( smooth temp lowp 4-component vector of float)
0:59 move second child to first child ( temp lowp 4-component vector of float)
0:59 'v' ( temp lowp 4-component vector of float)
0:59 textureLod ( global lowp 4-component vector of float)
0:59 's2DArray' ( uniform lowp sampler2DArray)
0:59 'c3D' ( smooth in lowp 3-component vector of float)
0:59 Constant:
0:59 1.200000
0:60 move second child to first child ( temp lowp float)
0:60 'f' ( temp lowp float)
0:60 textureOffset ( global lowp float, operation at mediump)
0:60 's2DShadow' ( uniform lowp sampler2DShadow)
0:60 'c3D' ( smooth in lowp 3-component vector of float)
0:60 'ic2D' ( flat in mediump 2-component vector of int)
0:60 'c1D' ( smooth in lowp float)
0:61 move second child to first child ( temp lowp 4-component vector of float)
0:61 'v' ( temp lowp 4-component vector of float)
0:61 textureFetch ( global lowp 4-component vector of float, operation at mediump)
0:61 's3D' ( uniform lowp sampler3D)
0:61 'ic3D' ( flat in mediump 3-component vector of int)
0:61 'ic1D' ( flat in mediump int)
0:62 move second child to first child ( temp lowp 4-component vector of float)
0:62 'v' ( temp lowp 4-component vector of float)
0:62 textureFetchOffset ( global lowp 4-component vector of float, operation at mediump)
0:62 direct index ( temp lowp sampler2D)
0:62 'arrayedSampler' ( uniform 5-element array of lowp sampler2D)
0:62 Constant:
0:62 2 (const int)
0:62 'ic2D' ( flat in mediump 2-component vector of int)
0:62 Constant:
0:62 4 (const int)
0:62 'ic2D' ( flat in mediump 2-component vector of int)
0:63 move second child to first child ( temp lowp float)
0:63 'f' ( temp lowp float)
0:63 textureLodOffset ( global lowp float, operation at mediump)
0:63 's2DShadow' ( uniform lowp sampler2DShadow)
0:63 'c3D' ( smooth in lowp 3-component vector of float)
0:63 'c1D' ( smooth in lowp float)
0:63 'ic2D' ( flat in mediump 2-component vector of int)
0:64 move second child to first child ( temp lowp 4-component vector of float)
0:64 'v' ( temp lowp 4-component vector of float)
0:64 textureProjLodOffset ( global lowp 4-component vector of float, operation at mediump)
0:64 's2D' ( uniform lowp sampler2D)
0:64 'c3D' ( smooth in lowp 3-component vector of float)
0:64 'c1D' ( smooth in lowp float)
0:64 'ic2D' ( flat in mediump 2-component vector of int)
0:65 move second child to first child ( temp lowp 4-component vector of float)
0:65 'v' ( temp lowp 4-component vector of float)
0:65 textureGrad ( global lowp 4-component vector of float)
0:65 'sCube' ( uniform lowp samplerCube)
0:65 'c3D' ( smooth in lowp 3-component vector of float)
0:65 'c3D' ( smooth in lowp 3-component vector of float)
0:65 'c3D' ( smooth in lowp 3-component vector of float)
0:66 move second child to first child ( temp lowp float)
0:66 'f' ( temp lowp float)
0:66 textureGradOffset ( global lowp float, operation at mediump)
0:66 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow)
0:66 'c4D' ( smooth temp lowp 4-component vector of float)
0:66 'c2D' ( smooth in lowp 2-component vector of float)
0:66 'c2D' ( smooth in lowp 2-component vector of float)
0:66 'ic2D' ( flat in mediump 2-component vector of int)
0:67 move second child to first child ( temp lowp 4-component vector of float)
0:67 'v' ( temp lowp 4-component vector of float)
0:67 textureProjGrad ( global lowp 4-component vector of float)
0:67 's3D' ( uniform lowp sampler3D)
0:67 'c4D' ( smooth temp lowp 4-component vector of float)
0:67 'c3D' ( smooth in lowp 3-component vector of float)
0:67 'c3D' ( smooth in lowp 3-component vector of float)
0:68 move second child to first child ( temp lowp 4-component vector of float)
0:68 'v' ( temp lowp 4-component vector of float)
0:68 textureProjGradOffset ( global lowp 4-component vector of float, operation at mediump)
0:68 's2D' ( uniform lowp sampler2D)
0:68 'c3D' ( smooth in lowp 3-component vector of float)
0:68 'c2D' ( smooth in lowp 2-component vector of float)
0:68 'c2D' ( smooth in lowp 2-component vector of float)
0:68 'ic2D' ( flat in mediump 2-component vector of int)
0:69 move second child to first child ( temp lowp 4-component vector of float)
0:69 'v' ( temp lowp 4-component vector of float)
0:69 texture ( global lowp 4-component vector of float)
0:69 indirect index ( temp lowp sampler2D)
0:69 'arrayedSampler' ( uniform 5-element array of lowp sampler2D)
0:69 'ic1D' ( flat in mediump int)
0:69 'c2D' ( smooth in lowp 2-component vector of float)
0:72 move second child to first child ( temp mediump 4-component vector of int)
0:72 'iv' ( temp mediump 4-component vector of int)
0:72 texture ( global lowp 4-component vector of int)
0:72 'is2D' ( uniform lowp isampler2D)
0:72 'c2D' ( smooth in lowp 2-component vector of float)
0:73 move second child to first child ( temp mediump 4-component vector of int)
0:73 'iv' ( temp mediump 4-component vector of int)
0:73 textureProjOffset ( global lowp 4-component vector of int, operation at mediump)
0:73 'is2D' ( uniform lowp isampler2D)
0:73 'c4D' ( smooth temp lowp 4-component vector of float)
0:73 'ic2D' ( flat in mediump 2-component vector of int)
0:74 move second child to first child ( temp mediump 4-component vector of int)
0:74 'iv' ( temp mediump 4-component vector of int)
0:74 textureProjLod ( global lowp 4-component vector of int)
0:74 'is2D' ( uniform lowp isampler2D)
0:74 'c3D' ( smooth in lowp 3-component vector of float)
0:74 'c1D' ( smooth in lowp float)
0:75 move second child to first child ( temp mediump 4-component vector of int)
0:75 'iv' ( temp mediump 4-component vector of int)
0:75 textureProjGrad ( global lowp 4-component vector of int)
0:75 'is2D' ( uniform lowp isampler2D)
0:75 'c3D' ( smooth in lowp 3-component vector of float)
0:75 'c2D' ( smooth in lowp 2-component vector of float)
0:75 'c2D' ( smooth in lowp 2-component vector of float)
0:76 move second child to first child ( temp mediump 4-component vector of int)
0:76 'iv' ( temp mediump 4-component vector of int)
0:76 texture ( global lowp 4-component vector of int)
0:76 'is3D' ( uniform lowp isampler3D)
0:76 'c3D' ( smooth in lowp 3-component vector of float)
0:76 Constant:
0:76 4.200000
0:77 move second child to first child ( temp mediump 4-component vector of int)
0:77 'iv' ( temp mediump 4-component vector of int)
0:77 textureLod ( global lowp 4-component vector of int)
0:77 'isCube' ( uniform lowp isamplerCube)
0:77 'c3D' ( smooth in lowp 3-component vector of float)
0:77 'c1D' ( smooth in lowp float)
0:78 move second child to first child ( temp mediump 4-component vector of int)
0:78 'iv' ( temp mediump 4-component vector of int)
0:78 textureFetch ( global lowp 4-component vector of int, operation at mediump)
0:78 'is2DArray' ( uniform lowp isampler2DArray)
0:78 'ic3D' ( flat in mediump 3-component vector of int)
0:78 'ic1D' ( flat in mediump int)
0:80 move second child to first child ( temp highp 2-component vector of int)
0:80 vector swizzle ( temp mediump 2-component vector of int)
0:80 'iv' ( temp mediump 4-component vector of int)
0:80 Sequence
0:80 Constant:
0:80 0 (const int)
0:80 Constant:
0:80 1 (const int)
0:80 textureSize ( global highp 2-component vector of int, operation at lowp)
0:80 'sCubeShadow' ( uniform lowp samplerCubeShadow)
0:80 Constant:
0:80 2 (const int)
0:88 add second child into first child ( temp highp float)
0:88 'f' ( temp lowp float)
0:88 direct index ( temp highp float)
0:88 'gl_FragCoord' ( gl_FragCoord highp 4-component vector of float FragCoord)
0:88 Constant:
0:88 1 (const int)
0:89 move second child to first child ( temp highp float)
0:89 'gl_FragDepth' ( gl_FragDepth highp float FragDepth)
0:89 'f' ( temp lowp float)
0:91 move second child to first child ( temp lowp 3-component vector of float)
0:91 'sc' ( out lowp 3-component vector of float)
0:91 c: direct index for structure ( global lowp 3-component vector of float)
0:91 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f})
0:91 Constant:
0:91 0 (const int)
0:92 move second child to first child ( temp lowp float)
0:92 'sf' ( out lowp float)
0:92 f: direct index for structure ( global lowp float)
0:92 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f})
0:92 Constant:
0:92 1 (const int)
0:94 add ( temp lowp 2-component vector of float)
0:94 hyp. sine ( global lowp float)
0:94 'c1D' ( smooth in lowp float)
0:95 vector-scale ( temp lowp 2-component vector of float)
0:95 hyp. cosine ( global lowp float)
0:95 'c1D' ( smooth in lowp float)
0:95 hyp. tangent ( global lowp 2-component vector of float)
0:95 'c2D' ( smooth in lowp 2-component vector of float)
0:96 add ( temp lowp 4-component vector of float)
0:96 arc hyp. sine ( global lowp 4-component vector of float)
0:96 'c4D' ( smooth temp lowp 4-component vector of float)
0:96 arc hyp. cosine ( global lowp 4-component vector of float)
0:96 'c4D' ( smooth temp lowp 4-component vector of float)
0:97 arc hyp. tangent ( global lowp 3-component vector of float)
0:97 'c3D' ( smooth in lowp 3-component vector of float)
0:? Linker Objects
0:? 's2D' ( uniform lowp sampler2D)
0:? 's3D' ( uniform lowp sampler3D)
0:? 'sCube' ( uniform lowp samplerCube)
0:? 'sCubeShadow' ( uniform lowp samplerCubeShadow)
0:? 's2DShadow' ( uniform lowp sampler2DShadow)
0:? 's2DArray' ( uniform lowp sampler2DArray)
0:? 's2DArrayShadow' ( uniform lowp sampler2DArrayShadow)
0:? 'is2D' ( uniform lowp isampler2D)
0:? 'is3D' ( uniform lowp isampler3D)
0:? 'isCube' ( uniform lowp isamplerCube)
0:? 'is2DArray' ( uniform lowp isampler2DArray)
0:? 'us2D' ( uniform lowp usampler2D)
0:? 'us3D' ( uniform lowp usampler3D)
0:? 'usCube' ( uniform lowp usamplerCube)
0:? 'us2DArray' ( uniform lowp usampler2DArray)
0:? 'c1D' ( smooth in lowp float)
0:? 'c2D' ( smooth in lowp 2-component vector of float)
0:? 'c3D' ( smooth in lowp 3-component vector of float)
0:? 'c4D' ( smooth temp lowp 4-component vector of float)
0:? 'ic1D' ( flat in mediump int)
0:? 'ic2D' ( flat in mediump 2-component vector of int)
0:? 'ic3D' ( flat in mediump 3-component vector of int)
0:? 'ic4D' ( flat in mediump 4-component vector of int)
0:? 'badv' ( noperspective in lowp 4-component vector of float)
0:? 'bads' ( smooth in lowp sampler2D)
0:? 'badout' ( smooth in structure{ global mediump int i, global lowp sampler2D s})
0:? 's2' ( smooth in structure{ global lowp 3-component vector of float c, global lowp float f})
0:? 'sc' ( out lowp 3-component vector of float)
0:? 'sf' ( out lowp float)
0:? 'arrayedSampler' ( uniform 5-element array of lowp sampler2D)
0:? 'multiInst' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform 3-element array of 2-element array of mediump int a, layout( column_major shared) uniform 2-element array of 3-element array of mediump int b, layout( column_major shared) uniform 2-element array of 3-element array of mediump int c})
0:? 'colors' ( out 4-element array of lowp 4-component vector of float)
0:? 'st1' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:? 'st2' ( uniform structure{ global mediump int i, global lowp sampler2D s})
0:? 'fooinv' ( invariant smooth in lowp 4-component vector of float)

View File

@ -1,505 +0,0 @@
300.vert
ERROR: 0:8: 'varying' : Reserved word.
ERROR: 0:8: 'varying' : no longer supported in es profile; removed in version 300
ERROR: 0:9: 'vertex input arrays' : not supported with this profile: es
ERROR: 0:10: '' : precision qualifier must appear as last qualifier
ERROR: 0:11: '' : invariant qualifier must appear before interpolation, storage, and precision qualifiers
ERROR: 0:12: '' : Auxiliary qualifiers (centroid, patch, and sample) must appear before storage and precision qualifiers
ERROR: 0:12: '' : vertex input cannot be further qualified
ERROR: 0:13: '' : interpolation qualifiers must appear before storage and precision qualifiers
ERROR: 0:14: '' : in/out must appear before const
ERROR: 0:15: '' : precision qualifier must appear as last qualifier
ERROR: 0:16: '' : can only have one interpolation qualifier (flat, smooth, noperspective, __explicitInterpAMD)
ERROR: 0:17: 'sample' : Reserved word.
ERROR: 0:17: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:18: 'uniform' : too many storage qualifiers
ERROR: 0:56: '#error' : GL_ES is set
ERROR: 0:62: '' : array size required
ERROR: 0:63: '' : array size required
ERROR: 0:64: '' : array size required
ERROR: 0:65: '' : array size required
ERROR: 0:67: '' : array size required
ERROR: 0:76: 'invariant' : cannot change qualification after use
ERROR: 0:78: 'invariant' : can only apply to an output
ERROR: 0:88: 'ub2' : Cannot reuse block name within the same interface: uniform
ERROR: 0:92: 'ub2' : Cannot reuse block name within the same interface: uniform
ERROR: 0:96: 'ub2' : Cannot reuse block name within the same interface: uniform
ERROR: 0:104: 'ub3' : Cannot reuse block name within the same interface: uniform
ERROR: 0:121: 'textureSize' : no matching overloaded function found
ERROR: 0:123: 'textureSize' : no matching overloaded function found
ERROR: 0:125: 'texture' : no matching overloaded function found
ERROR: 0:127: 'textureProjOffset' : no matching overloaded function found
ERROR: 0:132: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 2
ERROR: 0:135: 'in' : overloaded functions must have the same parameter storage qualifiers for argument 2
ERROR: 0:146: '' : array size required
ERROR: 0:147: '' : array size required
ERROR: 0:148: '' : array size required
ERROR: 0:149: 'float' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type
ERROR: 0:168: 'Binst' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable
ERROR: 0:169: 'Bblock' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable
ERROR: 0:170: 'Bfoo' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable
ERROR: 0:172: 'std430' : not supported for this version or the enabled extensions
ERROR: 0:172: 'std430' : requires the 'buffer' storage qualifier
ERROR: 0:175: '' : array size required
ERROR: 0:185: 'assign' : cannot convert from ' temp 4-element array of highp float' to ' temp 3-element array of highp float'
ERROR: 0:186: 'assign' : cannot convert from ' temp 3-element array of highp float' to ' temp 4-element array of highp float'
ERROR: 0:189: 'num_views' : required extension not requested: Possible extensions include:
GL_OVR_multiview
GL_OVR_multiview2
ERROR: 0:193: 'gl_ViewID_OVR' : required extension not requested: Possible extensions include:
GL_OVR_multiview
GL_OVR_multiview2
ERROR: 0:198: 'num_views' : can only apply to a standalone qualifier
ERROR: 47 compilation errors. No code generated.
Shader version: 300
Requested GL_OVR_multiview
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'id' ( temp highp int)
0:29 add ( temp highp int)
0:29 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:29 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'c0' ( temp highp int)
0:31 Constant:
0:31 64 (const int)
0:32 Sequence
0:32 move second child to first child ( temp highp int)
0:32 'c1' ( temp highp int)
0:32 Constant:
0:32 128 (const int)
0:33 Sequence
0:33 move second child to first child ( temp highp int)
0:33 'c2' ( temp highp int)
0:33 Constant:
0:33 16 (const int)
0:34 Sequence
0:34 move second child to first child ( temp highp int)
0:34 'c3' ( temp highp int)
0:34 Constant:
0:34 15 (const int)
0:35 Sequence
0:35 move second child to first child ( temp highp int)
0:35 'c4' ( temp highp int)
0:35 Constant:
0:35 32 (const int)
0:36 Sequence
0:36 move second child to first child ( temp highp int)
0:36 'c5' ( temp highp int)
0:36 Constant:
0:36 80 (const int)
0:37 Sequence
0:37 move second child to first child ( temp highp int)
0:37 'c6' ( temp highp int)
0:37 Constant:
0:37 32 (const int)
0:38 Sequence
0:38 move second child to first child ( temp highp int)
0:38 'c7' ( temp highp int)
0:38 Constant:
0:38 16 (const int)
0:39 Sequence
0:39 move second child to first child ( temp highp int)
0:39 'c8' ( temp highp int)
0:39 Constant:
0:39 32 (const int)
0:40 Sequence
0:40 move second child to first child ( temp highp int)
0:40 'c9' ( temp highp int)
0:40 Constant:
0:40 -8 (const int)
0:41 Sequence
0:41 move second child to first child ( temp highp int)
0:41 'c10' ( temp highp int)
0:41 Constant:
0:41 7 (const int)
0:43 Sequence
0:43 move second child to first child ( temp highp 3X4 matrix of float)
0:43 'tm' ( temp highp 3X4 matrix of float)
0:43 transpose ( global highp 3X4 matrix of float)
0:43 'm43' ( uniform highp 4X3 matrix of float)
0:44 Sequence
0:44 move second child to first child ( temp highp float)
0:44 'dm' ( temp highp float)
0:44 determinant ( global highp float)
0:44 'm44' ( uniform highp 4X4 matrix of float)
0:45 Sequence
0:45 move second child to first child ( temp highp 3X3 matrix of float)
0:45 'im' ( temp highp 3X3 matrix of float)
0:45 inverse ( global highp 3X3 matrix of float)
0:45 'm33' ( uniform highp 3X3 matrix of float)
0:47 Sequence
0:47 move second child to first child ( temp highp 3X2 matrix of float)
0:47 'op' ( temp highp 3X2 matrix of float)
0:47 outer product ( global highp 3X2 matrix of float)
0:47 'v2' ( smooth out highp 2-component vector of float)
0:47 'v3' ( in highp 3-component vector of float)
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 'gl_Position' ( gl_Position highp 4-component vector of float Position)
0:49 direct index ( temp highp 4-component vector of float)
0:49 'm44' ( uniform highp 4X4 matrix of float)
0:49 Constant:
0:49 2 (const int)
0:50 move second child to first child ( temp highp float)
0:50 'gl_PointSize' ( gl_PointSize highp float PointSize)
0:50 direct index ( temp highp float)
0:50 'v2' ( smooth out highp 2-component vector of float)
0:50 Constant:
0:50 1 (const int)
0:52 move second child to first child ( temp highp 3-component vector of float)
0:52 c: direct index for structure ( global highp 3-component vector of float)
0:52 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:52 Constant:
0:52 0 (const int)
0:52 'v3' ( in highp 3-component vector of float)
0:53 move second child to first child ( temp highp float)
0:53 f: direct index for structure ( global highp float)
0:53 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:53 Constant:
0:53 1 (const int)
0:53 'dm' ( temp highp float)
0:68 Sequence
0:68 move second child to first child ( temp 2-element array of highp float)
0:68 'okayA' ( global 2-element array of highp float)
0:68 Constant:
0:68 3.000000
0:68 4.000000
0:71 Function Definition: newVFun( ( global void)
0:71 Function Parameters:
0:73 Sequence
0:73 move second child to first child ( temp highp 3-component vector of float)
0:73 'newV' ( smooth out highp 3-component vector of float)
0:73 'v3' ( in highp 3-component vector of float)
0:118 Function Definition: foo23( ( global void)
0:118 Function Parameters:
0:120 Sequence
0:120 Sequence
0:120 move second child to first child ( temp highp 2-component vector of int)
0:120 'x1' ( temp highp 2-component vector of int)
0:120 textureSize ( global highp 2-component vector of int, operation at lowp)
0:120 's2D' ( uniform lowp sampler2D)
0:120 Constant:
0:120 2 (const int)
0:121 Constant:
0:121 0.000000
0:122 Sequence
0:122 move second child to first child ( temp highp 3-component vector of int)
0:122 'x3' ( temp highp 3-component vector of int)
0:122 textureSize ( global highp 3-component vector of int, operation at lowp)
0:122 's2DAS' ( uniform lowp sampler2DArrayShadow)
0:122 Constant:
0:122 -1 (const int)
0:123 Constant:
0:123 0.000000
0:124 Sequence
0:124 move second child to first child ( temp highp 4-component vector of float)
0:124 'x4' ( temp highp 4-component vector of float)
0:124 texture ( global lowp 4-component vector of float, operation at highp)
0:124 's2D' ( uniform lowp sampler2D)
0:124 'c2D' ( in highp 2-component vector of float)
0:125 Constant:
0:125 0.000000
0:126 Sequence
0:126 move second child to first child ( temp highp 4-component vector of float)
0:126 'x5' ( temp highp 4-component vector of float)
0:126 textureProjOffset ( global lowp 4-component vector of float)
0:126 's3D' ( uniform lowp sampler3D)
0:126 Constant:
0:126 0.200000
0:126 0.200000
0:126 0.200000
0:126 0.200000
0:126 Constant:
0:126 1 (const int)
0:126 1 (const int)
0:126 1 (const int)
0:127 Constant:
0:127 0.000000
0:128 Sequence
0:128 move second child to first child ( temp highp float)
0:128 'x6' ( temp highp float)
0:128 textureProjGradOffset ( global lowp float, operation at highp)
0:128 's2DS' ( uniform lowp sampler2DShadow)
0:128 'invIn' ( invariant in highp 4-component vector of float)
0:128 Constant:
0:128 4.200000
0:128 4.200000
0:128 Constant:
0:128 5.300000
0:128 5.300000
0:128 Constant:
0:128 1 (const int)
0:128 1 (const int)
0:137 Function Definition: foo2349( ( global void)
0:137 Function Parameters:
0:139 Sequence
0:139 Sequence
0:139 move second child to first child ( temp 3-element array of highp float)
0:139 'x' ( temp 3-element array of highp float)
0:139 Constant:
0:139 1.000000
0:139 2.000000
0:139 3.000000
0:140 Sequence
0:140 move second child to first child ( temp 3-element array of highp float)
0:140 'y' ( temp 3-element array of highp float)
0:140 'x' ( temp 3-element array of highp float)
0:141 Sequence
0:141 move second child to first child ( temp 3-element array of highp float)
0:141 'z' ( temp 3-element array of highp float)
0:141 'x' ( temp 3-element array of highp float)
0:143 move second child to first child ( temp 3-element array of highp float)
0:143 'w' ( temp 3-element array of highp float)
0:143 'y' ( temp 3-element array of highp float)
0:155 Function Definition: gggf(f1; ( global highp int)
0:155 Function Parameters:
0:155 'f' ( in highp float)
0:155 Sequence
0:155 Branch: Return with expression
0:155 Constant:
0:155 2 (const int)
0:158 Function Definition: agggf(f1; ( global highp int)
0:158 Function Parameters:
0:158 'f' ( in highp float)
0:158 Sequence
0:158 Branch: Return with expression
0:158 Constant:
0:158 2 (const int)
0:178 Function Definition: fooDeeparray( ( global void)
0:178 Function Parameters:
0:181 Sequence
0:181 Sequence
0:180 move second child to first child ( temp 3-element array of highp float)
0:180 'x' ( temp 3-element array of highp float)
0:180 Constant:
0:180 1.000000
0:180 2.000000
0:180 3.000000
0:181 move second child to first child ( temp 4-element array of highp float)
0:181 'y' ( temp 4-element array of highp float)
0:181 Constant:
0:181 1.000000
0:181 2.000000
0:181 3.000000
0:181 4.000000
0:183 move second child to first child ( temp 3-element array of highp float)
0:183 'xp' ( temp 3-element array of highp float)
0:183 'x' ( temp 3-element array of highp float)
0:184 move second child to first child ( temp 4-element array of highp float)
0:184 'yp' ( temp 4-element array of highp float)
0:184 'y' ( temp 4-element array of highp float)
0:185 'xp' ( temp 3-element array of highp float)
0:186 'yp' ( temp 4-element array of highp float)
0:191 Function Definition: mwErr( ( global void)
0:191 Function Parameters:
0:193 Sequence
0:193 'gl_ViewID_OVR' ( in highp uint ViewIndex)
0:201 Function Definition: mwOk( ( global void)
0:201 Function Parameters:
0:203 Sequence
0:203 'gl_ViewID_OVR' ( in highp uint ViewIndex)
0:? Linker Objects
0:? 'm43' ( uniform highp 4X3 matrix of float)
0:? 'm33' ( uniform highp 3X3 matrix of float)
0:? 'm44' ( uniform highp 4X4 matrix of float)
0:? 'v3' ( in highp 3-component vector of float)
0:? 'v2' ( smooth out highp 2-component vector of float)
0:? 'bad' ( in 10-element array of highp 4-component vector of float)
0:? 'badorder' ( in highp 4-component vector of float)
0:? 'badorder2' ( invariant smooth out highp 4-component vector of float)
0:? 'badorder4' ( centroid in highp 4-component vector of float)
0:? 'badorder3' ( flat out highp 4-component vector of float)
0:? 'rep' ( smooth flat out highp 4-component vector of float)
0:? 'rep2' ( centroid smooth sample out highp 4-component vector of float)
0:? 'rep3' ( in highp 4-component vector of float)
0:? 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:? 'badsize' ( global unsized 1-element array of highp float)
0:? 'badsize2' ( global unsized 1-element array of highp float)
0:? 'ubInst' (layout( column_major shared) uniform unsized 1-element array of block{layout( column_major shared) uniform unsized 1-element array of highp int a})
0:? 'okayA' ( global 2-element array of highp float)
0:? 'newV' ( invariant smooth out highp 3-component vector of float)
0:? 'invIn' ( invariant in highp 4-component vector of float)
0:? 's2' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:? 's3' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:? 'a' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp float f})
0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b23})
0:? 's2D' ( uniform lowp sampler2D)
0:? 's3D' ( uniform lowp sampler3D)
0:? 's2DS' ( uniform lowp sampler2DShadow)
0:? 's2DAS' ( uniform lowp sampler2DArrayShadow)
0:? 'c2D' ( in highp 2-component vector of float)
0:? 'ssss' ( smooth out structure{ global highp float f})
0:? 'Binst' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp int a})
0:? 'Bfoo' ( global highp int)
0:? 'B430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a})
0:? 'mwUniform' ( uniform highp float)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
Linked vertex stage:
Shader version: 300
Requested GL_OVR_multiview
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'id' ( temp highp int)
0:29 add ( temp highp int)
0:29 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:29 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'c0' ( temp highp int)
0:31 Constant:
0:31 64 (const int)
0:32 Sequence
0:32 move second child to first child ( temp highp int)
0:32 'c1' ( temp highp int)
0:32 Constant:
0:32 128 (const int)
0:33 Sequence
0:33 move second child to first child ( temp highp int)
0:33 'c2' ( temp highp int)
0:33 Constant:
0:33 16 (const int)
0:34 Sequence
0:34 move second child to first child ( temp highp int)
0:34 'c3' ( temp highp int)
0:34 Constant:
0:34 15 (const int)
0:35 Sequence
0:35 move second child to first child ( temp highp int)
0:35 'c4' ( temp highp int)
0:35 Constant:
0:35 32 (const int)
0:36 Sequence
0:36 move second child to first child ( temp highp int)
0:36 'c5' ( temp highp int)
0:36 Constant:
0:36 80 (const int)
0:37 Sequence
0:37 move second child to first child ( temp highp int)
0:37 'c6' ( temp highp int)
0:37 Constant:
0:37 32 (const int)
0:38 Sequence
0:38 move second child to first child ( temp highp int)
0:38 'c7' ( temp highp int)
0:38 Constant:
0:38 16 (const int)
0:39 Sequence
0:39 move second child to first child ( temp highp int)
0:39 'c8' ( temp highp int)
0:39 Constant:
0:39 32 (const int)
0:40 Sequence
0:40 move second child to first child ( temp highp int)
0:40 'c9' ( temp highp int)
0:40 Constant:
0:40 -8 (const int)
0:41 Sequence
0:41 move second child to first child ( temp highp int)
0:41 'c10' ( temp highp int)
0:41 Constant:
0:41 7 (const int)
0:43 Sequence
0:43 move second child to first child ( temp highp 3X4 matrix of float)
0:43 'tm' ( temp highp 3X4 matrix of float)
0:43 transpose ( global highp 3X4 matrix of float)
0:43 'm43' ( uniform highp 4X3 matrix of float)
0:44 Sequence
0:44 move second child to first child ( temp highp float)
0:44 'dm' ( temp highp float)
0:44 determinant ( global highp float)
0:44 'm44' ( uniform highp 4X4 matrix of float)
0:45 Sequence
0:45 move second child to first child ( temp highp 3X3 matrix of float)
0:45 'im' ( temp highp 3X3 matrix of float)
0:45 inverse ( global highp 3X3 matrix of float)
0:45 'm33' ( uniform highp 3X3 matrix of float)
0:47 Sequence
0:47 move second child to first child ( temp highp 3X2 matrix of float)
0:47 'op' ( temp highp 3X2 matrix of float)
0:47 outer product ( global highp 3X2 matrix of float)
0:47 'v2' ( smooth out highp 2-component vector of float)
0:47 'v3' ( in highp 3-component vector of float)
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 'gl_Position' ( gl_Position highp 4-component vector of float Position)
0:49 direct index ( temp highp 4-component vector of float)
0:49 'm44' ( uniform highp 4X4 matrix of float)
0:49 Constant:
0:49 2 (const int)
0:50 move second child to first child ( temp highp float)
0:50 'gl_PointSize' ( gl_PointSize highp float PointSize)
0:50 direct index ( temp highp float)
0:50 'v2' ( smooth out highp 2-component vector of float)
0:50 Constant:
0:50 1 (const int)
0:52 move second child to first child ( temp highp 3-component vector of float)
0:52 c: direct index for structure ( global highp 3-component vector of float)
0:52 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:52 Constant:
0:52 0 (const int)
0:52 'v3' ( in highp 3-component vector of float)
0:53 move second child to first child ( temp highp float)
0:53 f: direct index for structure ( global highp float)
0:53 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:53 Constant:
0:53 1 (const int)
0:53 'dm' ( temp highp float)
0:68 Sequence
0:68 move second child to first child ( temp 2-element array of highp float)
0:68 'okayA' ( global 2-element array of highp float)
0:68 Constant:
0:68 3.000000
0:68 4.000000
0:? Linker Objects
0:? 'm43' ( uniform highp 4X3 matrix of float)
0:? 'm33' ( uniform highp 3X3 matrix of float)
0:? 'm44' ( uniform highp 4X4 matrix of float)
0:? 'v3' ( in highp 3-component vector of float)
0:? 'v2' ( smooth out highp 2-component vector of float)
0:? 'bad' ( in 10-element array of highp 4-component vector of float)
0:? 'badorder' ( in highp 4-component vector of float)
0:? 'badorder2' ( invariant smooth out highp 4-component vector of float)
0:? 'badorder4' ( centroid in highp 4-component vector of float)
0:? 'badorder3' ( flat out highp 4-component vector of float)
0:? 'rep' ( smooth flat out highp 4-component vector of float)
0:? 'rep2' ( centroid smooth sample out highp 4-component vector of float)
0:? 'rep3' ( in highp 4-component vector of float)
0:? 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:? 'badsize' ( global 1-element array of highp float)
0:? 'badsize2' ( global 1-element array of highp float)
0:? 'ubInst' (layout( column_major shared) uniform 1-element array of block{layout( column_major shared) uniform 1-element array of highp int a})
0:? 'okayA' ( global 2-element array of highp float)
0:? 'newV' ( invariant smooth out highp 3-component vector of float)
0:? 'invIn' ( invariant in highp 4-component vector of float)
0:? 's2' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:? 's3' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f})
0:? 'a' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp float f})
0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b23})
0:? 's2D' ( uniform lowp sampler2D)
0:? 's3D' ( uniform lowp sampler3D)
0:? 's2DS' ( uniform lowp sampler2DShadow)
0:? 's2DAS' ( uniform lowp sampler2DArrayShadow)
0:? 'c2D' ( in highp 2-component vector of float)
0:? 'ssss' ( smooth out structure{ global highp float f})
0:? 'Binst' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp int a})
0:? 'Bfoo' ( global highp int)
0:? 'B430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a})
0:? 'mwUniform' ( uniform highp float)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)

View File

@ -1,418 +0,0 @@
300BuiltIns.frag
ERROR: 0:6: 'float' : type requires declaration of default precision qualifier
ERROR: 0:70: 'noise2' : no matching overloaded function found
ERROR: 0:72: 't__' : identifiers containing consecutive underscores ("__") are reserved, and an error if version <= 300
ERROR: 0:75: '#define' : names containing consecutive underscores are reserved, and an error if version <= 300: __D
ERROR: 4 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:26 Function Definition: main( ( global void)
0:26 Function Parameters:
0:29 Sequence
0:29 Sequence
0:29 move second child to first child ( temp mediump 3-component vector of float)
0:29 'v' ( temp mediump 3-component vector of float)
0:29 mix ( global mediump 3-component vector of float)
0:29 'x' ( global mediump 3-component vector of float)
0:29 'y' ( global mediump 3-component vector of float)
0:29 'bv' ( global 3-component vector of bool)
0:30 Sequence
0:30 move second child to first child ( temp mediump 4-component vector of int)
0:30 'iv10' ( temp mediump 4-component vector of int)
0:30 Absolute value ( global mediump 4-component vector of int)
0:30 'iv4a' ( global mediump 4-component vector of int)
0:31 Sequence
0:31 move second child to first child ( temp mediump 4-component vector of int)
0:31 'iv11' ( temp mediump 4-component vector of int)
0:31 Sign ( global mediump 4-component vector of int)
0:31 'iv4a' ( global mediump 4-component vector of int)
0:32 Sequence
0:32 move second child to first child ( temp mediump 4-component vector of int)
0:32 'iv12' ( temp mediump 4-component vector of int)
0:32 min ( global mediump 4-component vector of int)
0:32 'iv4a' ( global mediump 4-component vector of int)
0:32 'iv4b' ( global mediump 4-component vector of int)
0:33 Sequence
0:33 move second child to first child ( temp mediump 4-component vector of int)
0:33 'iv13' ( temp mediump 4-component vector of int)
0:33 min ( global mediump 4-component vector of int)
0:33 'iv4a' ( global mediump 4-component vector of int)
0:33 'imin' ( global mediump int)
0:34 Sequence
0:34 move second child to first child ( temp mediump 2-component vector of uint)
0:34 'u' ( temp mediump 2-component vector of uint)
0:34 min ( global mediump 2-component vector of uint)
0:34 'uv2x' ( global mediump 2-component vector of uint)
0:34 'uv2y' ( global mediump 2-component vector of uint)
0:35 Sequence
0:35 move second child to first child ( temp mediump 4-component vector of uint)
0:35 'uv' ( temp mediump 4-component vector of uint)
0:35 min ( global mediump 4-component vector of uint)
0:35 'uv4y' ( global mediump 4-component vector of uint)
0:35 'uy' ( global mediump uint)
0:36 Sequence
0:36 move second child to first child ( temp mediump 3-component vector of int)
0:36 'iv14' ( temp mediump 3-component vector of int)
0:36 max ( global mediump 3-component vector of int)
0:36 'iv3a' ( global mediump 3-component vector of int)
0:36 'iv3b' ( global mediump 3-component vector of int)
0:37 Sequence
0:37 move second child to first child ( temp mediump 4-component vector of int)
0:37 'iv15' ( temp mediump 4-component vector of int)
0:37 max ( global mediump 4-component vector of int)
0:37 'iv4a' ( global mediump 4-component vector of int)
0:37 'imax' ( global mediump int)
0:38 Sequence
0:38 move second child to first child ( temp mediump 2-component vector of uint)
0:38 'u10' ( temp mediump 2-component vector of uint)
0:38 max ( global mediump 2-component vector of uint)
0:38 'uv2x' ( global mediump 2-component vector of uint)
0:38 'uv2y' ( global mediump 2-component vector of uint)
0:39 Sequence
0:39 move second child to first child ( temp mediump 2-component vector of uint)
0:39 'u11' ( temp mediump 2-component vector of uint)
0:39 max ( global mediump 2-component vector of uint)
0:39 'uv2x' ( global mediump 2-component vector of uint)
0:39 'uy' ( global mediump uint)
0:40 Sequence
0:40 move second child to first child ( temp mediump 4-component vector of int)
0:40 'iv16' ( temp mediump 4-component vector of int)
0:40 clamp ( global mediump 4-component vector of int)
0:40 'iv4a' ( global mediump 4-component vector of int)
0:40 'iv4a' ( global mediump 4-component vector of int)
0:40 'iv4b' ( global mediump 4-component vector of int)
0:41 Sequence
0:41 move second child to first child ( temp mediump 4-component vector of int)
0:41 'iv17' ( temp mediump 4-component vector of int)
0:41 clamp ( global mediump 4-component vector of int)
0:41 'iv4a' ( global mediump 4-component vector of int)
0:41 'imin' ( global mediump int)
0:41 'imax' ( global mediump int)
0:42 Sequence
0:42 move second child to first child ( temp mediump 2-component vector of uint)
0:42 'u12' ( temp mediump 2-component vector of uint)
0:42 clamp ( global mediump 2-component vector of uint)
0:42 'uv2x' ( global mediump 2-component vector of uint)
0:42 'uv2y' ( global mediump 2-component vector of uint)
0:42 'uv2c' ( global mediump 2-component vector of uint)
0:43 Sequence
0:43 move second child to first child ( temp mediump 4-component vector of uint)
0:43 'uv10' ( temp mediump 4-component vector of uint)
0:43 clamp ( global mediump 4-component vector of uint)
0:43 'uv4y' ( global mediump 4-component vector of uint)
0:43 'umin' ( global mediump uint)
0:43 'umax' ( global mediump uint)
0:47 Sequence
0:47 move second child to first child ( temp mediump 3-component vector of float)
0:47 'v11' ( temp mediump 3-component vector of float)
0:47 modf ( global mediump 3-component vector of float)
0:47 'x' ( global mediump 3-component vector of float)
0:47 'modfOut' ( temp mediump 3-component vector of float)
0:49 Sequence
0:49 move second child to first child ( temp mediump float)
0:49 't' ( temp mediump float)
0:49 trunc ( global mediump float)
0:49 'f' ( global mediump float)
0:50 Sequence
0:50 move second child to first child ( temp mediump 2-component vector of float)
0:50 'v12' ( temp mediump 2-component vector of float)
0:50 round ( global mediump 2-component vector of float)
0:50 'v2a' ( global mediump 2-component vector of float)
0:51 Sequence
0:51 move second child to first child ( temp mediump 2-component vector of float)
0:51 'v13' ( temp mediump 2-component vector of float)
0:51 roundEven ( global mediump 2-component vector of float)
0:51 'v2a' ( global mediump 2-component vector of float)
0:52 Sequence
0:52 move second child to first child ( temp 2-component vector of bool)
0:52 'b10' ( temp 2-component vector of bool)
0:52 isnan ( global 2-component vector of bool, operation at mediump)
0:52 'v2a' ( global mediump 2-component vector of float)
0:53 Sequence
0:53 move second child to first child ( temp 4-component vector of bool)
0:53 'b11' ( temp 4-component vector of bool)
0:53 isinf ( global 4-component vector of bool, operation at mediump)
0:53 'v4' ( global mediump 4-component vector of float)
0:56 Sequence
0:56 move second child to first child ( temp highp int)
0:56 'i' ( temp mediump int)
0:56 floatBitsToInt ( global highp int)
0:56 'f' ( global mediump float)
0:57 Sequence
0:57 move second child to first child ( temp highp 4-component vector of uint)
0:57 'uv11' ( temp mediump 4-component vector of uint)
0:57 floatBitsToUint ( global highp 4-component vector of uint)
0:57 'v4' ( global mediump 4-component vector of float)
0:58 Sequence
0:58 move second child to first child ( temp highp 4-component vector of float)
0:58 'v14' ( temp mediump 4-component vector of float)
0:58 intBitsToFloat ( global highp 4-component vector of float)
0:58 'iv4a' ( global mediump 4-component vector of int)
0:59 Sequence
0:59 move second child to first child ( temp highp 2-component vector of float)
0:59 'v15' ( temp mediump 2-component vector of float)
0:59 uintBitsToFloat ( global highp 2-component vector of float)
0:59 'uv2c' ( global mediump 2-component vector of uint)
0:62 Sequence
0:62 move second child to first child ( temp highp uint)
0:62 'u19' ( temp mediump uint)
0:62 packSnorm2x16 ( global highp uint, operation at mediump)
0:62 'v2a' ( global mediump 2-component vector of float)
0:63 Sequence
0:63 move second child to first child ( temp highp 2-component vector of float)
0:63 'v20' ( temp mediump 2-component vector of float)
0:63 unpackSnorm2x16 ( global highp 2-component vector of float)
0:63 'uy' ( global mediump uint)
0:64 Sequence
0:64 move second child to first child ( temp highp uint)
0:64 'u15' ( temp mediump uint)
0:64 packUnorm2x16 ( global highp uint, operation at mediump)
0:64 'v2a' ( global mediump 2-component vector of float)
0:65 Sequence
0:65 move second child to first child ( temp highp 2-component vector of float)
0:65 'v16' ( temp mediump 2-component vector of float)
0:65 unpackUnorm2x16 ( global highp 2-component vector of float)
0:65 'uy' ( global mediump uint)
0:66 Sequence
0:66 move second child to first child ( temp highp uint)
0:66 'u17' ( temp mediump uint)
0:66 packHalf2x16 ( global highp uint, operation at mediump)
0:66 'v2b' ( global mediump 2-component vector of float)
0:67 Sequence
0:67 move second child to first child ( temp mediump 2-component vector of float)
0:67 'v18' ( temp mediump 2-component vector of float)
0:67 unpackHalf2x16 ( global mediump 2-component vector of float, operation at highp)
0:67 'uy' ( global mediump uint)
0:70 Constant:
0:70 0.000000
0:? Linker Objects
0:? 'imax' ( global mediump int)
0:? 'imin' ( global mediump int)
0:? 'umax' ( global mediump uint)
0:? 'umin' ( global mediump uint)
0:? 'x' ( global mediump 3-component vector of float)
0:? 'y' ( global mediump 3-component vector of float)
0:? 'bv' ( global 3-component vector of bool)
0:? 'uy' ( global mediump uint)
0:? 'uv2c' ( global mediump 2-component vector of uint)
0:? 'uv2y' ( global mediump 2-component vector of uint)
0:? 'uv2x' ( global mediump 2-component vector of uint)
0:? 'uv4y' ( global mediump 4-component vector of uint)
0:? 'iv3a' ( global mediump 3-component vector of int)
0:? 'iv3b' ( global mediump 3-component vector of int)
0:? 'iv4a' ( global mediump 4-component vector of int)
0:? 'iv4b' ( global mediump 4-component vector of int)
0:? 'f' ( global mediump float)
0:? 'v2a' ( global mediump 2-component vector of float)
0:? 'v2b' ( global mediump 2-component vector of float)
0:? 'v4' ( global mediump 4-component vector of float)
Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:26 Function Definition: main( ( global void)
0:26 Function Parameters:
0:29 Sequence
0:29 Sequence
0:29 move second child to first child ( temp mediump 3-component vector of float)
0:29 'v' ( temp mediump 3-component vector of float)
0:29 mix ( global mediump 3-component vector of float)
0:29 'x' ( global mediump 3-component vector of float)
0:29 'y' ( global mediump 3-component vector of float)
0:29 'bv' ( global 3-component vector of bool)
0:30 Sequence
0:30 move second child to first child ( temp mediump 4-component vector of int)
0:30 'iv10' ( temp mediump 4-component vector of int)
0:30 Absolute value ( global mediump 4-component vector of int)
0:30 'iv4a' ( global mediump 4-component vector of int)
0:31 Sequence
0:31 move second child to first child ( temp mediump 4-component vector of int)
0:31 'iv11' ( temp mediump 4-component vector of int)
0:31 Sign ( global mediump 4-component vector of int)
0:31 'iv4a' ( global mediump 4-component vector of int)
0:32 Sequence
0:32 move second child to first child ( temp mediump 4-component vector of int)
0:32 'iv12' ( temp mediump 4-component vector of int)
0:32 min ( global mediump 4-component vector of int)
0:32 'iv4a' ( global mediump 4-component vector of int)
0:32 'iv4b' ( global mediump 4-component vector of int)
0:33 Sequence
0:33 move second child to first child ( temp mediump 4-component vector of int)
0:33 'iv13' ( temp mediump 4-component vector of int)
0:33 min ( global mediump 4-component vector of int)
0:33 'iv4a' ( global mediump 4-component vector of int)
0:33 'imin' ( global mediump int)
0:34 Sequence
0:34 move second child to first child ( temp mediump 2-component vector of uint)
0:34 'u' ( temp mediump 2-component vector of uint)
0:34 min ( global mediump 2-component vector of uint)
0:34 'uv2x' ( global mediump 2-component vector of uint)
0:34 'uv2y' ( global mediump 2-component vector of uint)
0:35 Sequence
0:35 move second child to first child ( temp mediump 4-component vector of uint)
0:35 'uv' ( temp mediump 4-component vector of uint)
0:35 min ( global mediump 4-component vector of uint)
0:35 'uv4y' ( global mediump 4-component vector of uint)
0:35 'uy' ( global mediump uint)
0:36 Sequence
0:36 move second child to first child ( temp mediump 3-component vector of int)
0:36 'iv14' ( temp mediump 3-component vector of int)
0:36 max ( global mediump 3-component vector of int)
0:36 'iv3a' ( global mediump 3-component vector of int)
0:36 'iv3b' ( global mediump 3-component vector of int)
0:37 Sequence
0:37 move second child to first child ( temp mediump 4-component vector of int)
0:37 'iv15' ( temp mediump 4-component vector of int)
0:37 max ( global mediump 4-component vector of int)
0:37 'iv4a' ( global mediump 4-component vector of int)
0:37 'imax' ( global mediump int)
0:38 Sequence
0:38 move second child to first child ( temp mediump 2-component vector of uint)
0:38 'u10' ( temp mediump 2-component vector of uint)
0:38 max ( global mediump 2-component vector of uint)
0:38 'uv2x' ( global mediump 2-component vector of uint)
0:38 'uv2y' ( global mediump 2-component vector of uint)
0:39 Sequence
0:39 move second child to first child ( temp mediump 2-component vector of uint)
0:39 'u11' ( temp mediump 2-component vector of uint)
0:39 max ( global mediump 2-component vector of uint)
0:39 'uv2x' ( global mediump 2-component vector of uint)
0:39 'uy' ( global mediump uint)
0:40 Sequence
0:40 move second child to first child ( temp mediump 4-component vector of int)
0:40 'iv16' ( temp mediump 4-component vector of int)
0:40 clamp ( global mediump 4-component vector of int)
0:40 'iv4a' ( global mediump 4-component vector of int)
0:40 'iv4a' ( global mediump 4-component vector of int)
0:40 'iv4b' ( global mediump 4-component vector of int)
0:41 Sequence
0:41 move second child to first child ( temp mediump 4-component vector of int)
0:41 'iv17' ( temp mediump 4-component vector of int)
0:41 clamp ( global mediump 4-component vector of int)
0:41 'iv4a' ( global mediump 4-component vector of int)
0:41 'imin' ( global mediump int)
0:41 'imax' ( global mediump int)
0:42 Sequence
0:42 move second child to first child ( temp mediump 2-component vector of uint)
0:42 'u12' ( temp mediump 2-component vector of uint)
0:42 clamp ( global mediump 2-component vector of uint)
0:42 'uv2x' ( global mediump 2-component vector of uint)
0:42 'uv2y' ( global mediump 2-component vector of uint)
0:42 'uv2c' ( global mediump 2-component vector of uint)
0:43 Sequence
0:43 move second child to first child ( temp mediump 4-component vector of uint)
0:43 'uv10' ( temp mediump 4-component vector of uint)
0:43 clamp ( global mediump 4-component vector of uint)
0:43 'uv4y' ( global mediump 4-component vector of uint)
0:43 'umin' ( global mediump uint)
0:43 'umax' ( global mediump uint)
0:47 Sequence
0:47 move second child to first child ( temp mediump 3-component vector of float)
0:47 'v11' ( temp mediump 3-component vector of float)
0:47 modf ( global mediump 3-component vector of float)
0:47 'x' ( global mediump 3-component vector of float)
0:47 'modfOut' ( temp mediump 3-component vector of float)
0:49 Sequence
0:49 move second child to first child ( temp mediump float)
0:49 't' ( temp mediump float)
0:49 trunc ( global mediump float)
0:49 'f' ( global mediump float)
0:50 Sequence
0:50 move second child to first child ( temp mediump 2-component vector of float)
0:50 'v12' ( temp mediump 2-component vector of float)
0:50 round ( global mediump 2-component vector of float)
0:50 'v2a' ( global mediump 2-component vector of float)
0:51 Sequence
0:51 move second child to first child ( temp mediump 2-component vector of float)
0:51 'v13' ( temp mediump 2-component vector of float)
0:51 roundEven ( global mediump 2-component vector of float)
0:51 'v2a' ( global mediump 2-component vector of float)
0:52 Sequence
0:52 move second child to first child ( temp 2-component vector of bool)
0:52 'b10' ( temp 2-component vector of bool)
0:52 isnan ( global 2-component vector of bool, operation at mediump)
0:52 'v2a' ( global mediump 2-component vector of float)
0:53 Sequence
0:53 move second child to first child ( temp 4-component vector of bool)
0:53 'b11' ( temp 4-component vector of bool)
0:53 isinf ( global 4-component vector of bool, operation at mediump)
0:53 'v4' ( global mediump 4-component vector of float)
0:56 Sequence
0:56 move second child to first child ( temp highp int)
0:56 'i' ( temp mediump int)
0:56 floatBitsToInt ( global highp int)
0:56 'f' ( global mediump float)
0:57 Sequence
0:57 move second child to first child ( temp highp 4-component vector of uint)
0:57 'uv11' ( temp mediump 4-component vector of uint)
0:57 floatBitsToUint ( global highp 4-component vector of uint)
0:57 'v4' ( global mediump 4-component vector of float)
0:58 Sequence
0:58 move second child to first child ( temp highp 4-component vector of float)
0:58 'v14' ( temp mediump 4-component vector of float)
0:58 intBitsToFloat ( global highp 4-component vector of float)
0:58 'iv4a' ( global mediump 4-component vector of int)
0:59 Sequence
0:59 move second child to first child ( temp highp 2-component vector of float)
0:59 'v15' ( temp mediump 2-component vector of float)
0:59 uintBitsToFloat ( global highp 2-component vector of float)
0:59 'uv2c' ( global mediump 2-component vector of uint)
0:62 Sequence
0:62 move second child to first child ( temp highp uint)
0:62 'u19' ( temp mediump uint)
0:62 packSnorm2x16 ( global highp uint, operation at mediump)
0:62 'v2a' ( global mediump 2-component vector of float)
0:63 Sequence
0:63 move second child to first child ( temp highp 2-component vector of float)
0:63 'v20' ( temp mediump 2-component vector of float)
0:63 unpackSnorm2x16 ( global highp 2-component vector of float)
0:63 'uy' ( global mediump uint)
0:64 Sequence
0:64 move second child to first child ( temp highp uint)
0:64 'u15' ( temp mediump uint)
0:64 packUnorm2x16 ( global highp uint, operation at mediump)
0:64 'v2a' ( global mediump 2-component vector of float)
0:65 Sequence
0:65 move second child to first child ( temp highp 2-component vector of float)
0:65 'v16' ( temp mediump 2-component vector of float)
0:65 unpackUnorm2x16 ( global highp 2-component vector of float)
0:65 'uy' ( global mediump uint)
0:66 Sequence
0:66 move second child to first child ( temp highp uint)
0:66 'u17' ( temp mediump uint)
0:66 packHalf2x16 ( global highp uint, operation at mediump)
0:66 'v2b' ( global mediump 2-component vector of float)
0:67 Sequence
0:67 move second child to first child ( temp mediump 2-component vector of float)
0:67 'v18' ( temp mediump 2-component vector of float)
0:67 unpackHalf2x16 ( global mediump 2-component vector of float, operation at highp)
0:67 'uy' ( global mediump uint)
0:70 Constant:
0:70 0.000000
0:? Linker Objects
0:? 'imax' ( global mediump int)
0:? 'imin' ( global mediump int)
0:? 'umax' ( global mediump uint)
0:? 'umin' ( global mediump uint)
0:? 'x' ( global mediump 3-component vector of float)
0:? 'y' ( global mediump 3-component vector of float)
0:? 'bv' ( global 3-component vector of bool)
0:? 'uy' ( global mediump uint)
0:? 'uv2c' ( global mediump 2-component vector of uint)
0:? 'uv2y' ( global mediump 2-component vector of uint)
0:? 'uv2x' ( global mediump 2-component vector of uint)
0:? 'uv4y' ( global mediump 4-component vector of uint)
0:? 'iv3a' ( global mediump 3-component vector of int)
0:? 'iv3b' ( global mediump 3-component vector of int)
0:? 'iv4a' ( global mediump 4-component vector of int)
0:? 'iv4b' ( global mediump 4-component vector of int)
0:? 'f' ( global mediump float)
0:? 'v2a' ( global mediump 2-component vector of float)
0:? 'v2b' ( global mediump 2-component vector of float)
0:? 'v4' ( global mediump 4-component vector of float)

View File

@ -1,153 +0,0 @@
300block.frag
ERROR: 0:10: '' : cannot nest a structure definition inside a structure or block
ERROR: 0:21: '' : cannot nest a structure definition inside a structure or block
ERROR: 0:20: 'sampler' : member of block cannot be or contain a sampler, image, or atomic_uint type
ERROR: 0:24: 'fbs' : member of block cannot be or contain a sampler, image, or atomic_uint type
ERROR: 0:45: 'variable indexing uniform block array' : not supported for this version or the enabled extensions
ERROR: 0:46: 'fooBlock' : cannot be used (maybe an instance name is needed)
ERROR: 0:46: 'fooBlock' : undeclared identifier
ERROR: 0:47: 'constructor' : not enough data provided for construction
ERROR: 0:51: 'unreferenced' : cannot be used (maybe an instance name is needed)
ERROR: 0:51: 'unreferenced' : undeclared identifier
ERROR: 0:52: '++' : l-value required "s" (can't modify a uniform)
ERROR: 0:52: '++' : wrong operand type no operation '++' exists that takes an operand of type uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} (or there is no acceptable conversion)
ERROR: 0:53: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type 'layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni}' and a right operand of type ' const int' (or there is no acceptable conversion)
ERROR: 0:55: 'barBlockArray' : cannot be used (maybe an instance name is needed)
ERROR: 0:55: 'barBlockArray' : undeclared identifier
ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' const int' and a right operand of type ' temp float' (or there is no acceptable conversion)
ERROR: 0:58: 'fooBlock' : redefinition
ERROR: 17 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:42 Function Definition: main( ( global void)
0:42 Function Parameters:
0:44 Sequence
0:44 texture ( global lowp 4-component vector of int)
0:44 sampler: direct index for structure ( global lowp isampler3D)
0:44 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:44 Constant:
0:44 2 (const int)
0:44 Construct vec3 ( temp lowp 3-component vector of float)
0:44 Convert int to float ( temp lowp float)
0:44 ni: direct index for structure (layout( column_major shared) uniform mediump int)
0:44 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:44 Constant:
0:44 1 (const int)
0:44 Convert uint to float ( temp lowp float)
0:44 direct index ( temp mediump uint)
0:44 bv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint)
0:44 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs})
0:44 Constant:
0:44 0 (const uint)
0:44 Constant:
0:44 1 (const int)
0:44 Convert uint to float ( temp lowp float)
0:44 direct index ( temp mediump uint)
0:44 nbv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint)
0:44 direct index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:44 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
0:44 2 (const int)
0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:45 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:45 direct index ( temp mediump uint)
0:45 v: direct index for structure ( global mediump 4-component vector of uint)
0:45 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:45 Constant:
0:45 1 (const int)
0:45 Constant:
0:45 0 (const int)
0:46 'fooBlock' ( temp float)
0:47 Constant:
0:47 0.000000
0:50 Construct mat4 ( temp 4X4 matrix of float)
0:50 'barBlock' ( temp mediump float)
0:51 Construct mat4 ( temp 4X4 matrix of float)
0:51 'unreferenced' ( temp float)
0:52 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:53 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:54 Pre-Increment ( temp mediump float)
0:54 'barBlock' ( temp mediump float)
0:55 Constant:
0:55 2 (const int)
0:? Linker Objects
0:? 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs})
0:? 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:? 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f, layout( column_major shared) uniform mediump uint u})
Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:42 Function Definition: main( ( global void)
0:42 Function Parameters:
0:44 Sequence
0:44 texture ( global lowp 4-component vector of int)
0:44 sampler: direct index for structure ( global lowp isampler3D)
0:44 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:44 Constant:
0:44 2 (const int)
0:44 Construct vec3 ( temp lowp 3-component vector of float)
0:44 Convert int to float ( temp lowp float)
0:44 ni: direct index for structure (layout( column_major shared) uniform mediump int)
0:44 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:44 Constant:
0:44 1 (const int)
0:44 Convert uint to float ( temp lowp float)
0:44 direct index ( temp mediump uint)
0:44 bv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint)
0:44 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs})
0:44 Constant:
0:44 0 (const uint)
0:44 Constant:
0:44 1 (const int)
0:44 Convert uint to float ( temp lowp float)
0:44 direct index ( temp mediump uint)
0:44 nbv: direct index for structure (layout( column_major shared) uniform mediump 4-component vector of uint)
0:44 direct index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:44 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
0:44 2 (const int)
0:45 indirect index (layout( column_major shared) temp block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:45 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:45 direct index ( temp mediump uint)
0:45 v: direct index for structure ( global mediump 4-component vector of uint)
0:45 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:45 Constant:
0:45 1 (const int)
0:45 Constant:
0:45 0 (const int)
0:46 'fooBlock' ( temp float)
0:47 Constant:
0:47 0.000000
0:50 Construct mat4 ( temp 4X4 matrix of float)
0:50 'barBlock' ( temp mediump float)
0:51 Construct mat4 ( temp 4X4 matrix of float)
0:51 'unreferenced' ( temp float)
0:52 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:53 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:54 Pre-Increment ( temp mediump float)
0:54 'barBlock' ( temp mediump float)
0:55 Constant:
0:55 2 (const int)
0:? Linker Objects
0:? 's' ( uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t})
0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint bv, layout( column_major shared) uniform mediump 2X2 matrix of float bm2, layout( column_major shared) uniform lowp isampler2D sampler, layout( column_major shared) uniform structure{ global mediump int a} t, layout( column_major shared) uniform structure{ global mediump 4-component vector of float u, global mediump 4-component vector of uint v, global lowp isampler3D sampler, global mediump 3-component vector of float w, global structure{ global mediump int a} t} fbs})
0:? 'inst' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:? 'insts' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform mediump 4-component vector of uint nbv, layout( column_major shared) uniform mediump int ni})
0:? 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f, layout( column_major shared) uniform mediump uint u})

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@ -1,69 +0,0 @@
300layout.frag
ERROR: 0:4: 'location qualifier on input' : not supported in this stage: fragment
ERROR: 0:4: 'location qualifier on input' : not supported for this version or the enabled extensions
ERROR: 0:17: 'location' : too large for fragment output
ERROR: 0:18: 'location' : too large for fragment output
ERROR: 0:18: 'location' : overlapping use of location 41
ERROR: 0:19: 'location' : too large for fragment output
ERROR: 0:19: 'location' : overlapping use of location 40
ERROR: 7 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child ( temp mediump 4-component vector of float)
0:12 'c' (layout( location=1) out mediump 4-component vector of float)
0:12 'color' (layout( location=2) smooth in mediump 4-component vector of float)
0:13 move second child to first child ( temp mediump 4-component vector of float)
0:13 'p' (layout( location=3) out mediump 4-component vector of float)
0:13 'pos' ( smooth in mediump 4-component vector of float)
0:14 move second child to first child ( temp mediump 4-component vector of float)
0:14 direct index (layout( location=4) temp mediump 4-component vector of float)
0:14 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 'pos' ( smooth in mediump 4-component vector of float)
0:? Linker Objects
0:? 'pos' ( smooth in mediump 4-component vector of float)
0:? 'color' (layout( location=2) smooth in mediump 4-component vector of float)
0:? 'c' (layout( location=1) out mediump 4-component vector of float)
0:? 'p' (layout( location=3) out mediump 4-component vector of float)
0:? 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float)
0:? 'ca' (layout( location=40) out 4-element array of mediump float)
0:? 'cb' (layout( location=41) out 2-element array of mediump float)
0:? 'cc' (layout( location=39) out 6-element array of mediump float)
Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child ( temp mediump 4-component vector of float)
0:12 'c' (layout( location=1) out mediump 4-component vector of float)
0:12 'color' (layout( location=2) smooth in mediump 4-component vector of float)
0:13 move second child to first child ( temp mediump 4-component vector of float)
0:13 'p' (layout( location=3) out mediump 4-component vector of float)
0:13 'pos' ( smooth in mediump 4-component vector of float)
0:14 move second child to first child ( temp mediump 4-component vector of float)
0:14 direct index (layout( location=4) temp mediump 4-component vector of float)
0:14 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 'pos' ( smooth in mediump 4-component vector of float)
0:? Linker Objects
0:? 'pos' ( smooth in mediump 4-component vector of float)
0:? 'color' (layout( location=2) smooth in mediump 4-component vector of float)
0:? 'c' (layout( location=1) out mediump 4-component vector of float)
0:? 'p' (layout( location=3) out mediump 4-component vector of float)
0:? 'q' (layout( location=4) out 2-element array of mediump 4-component vector of float)
0:? 'ca' (layout( location=40) out 4-element array of mediump float)
0:? 'cb' (layout( location=41) out 2-element array of mediump float)
0:? 'cc' (layout( location=39) out 6-element array of mediump float)

View File

@ -1,147 +0,0 @@
300layout.vert
ERROR: 0:7: 'vertex input arrays' : not supported with this profile: es
ERROR: 0:8: 'in' : cannot be a structure or array
ERROR: 0:8: 'vertex input arrays' : not supported with this profile: es
ERROR: 0:8: 'location' : overlapping use of location 10
ERROR: 0:12: 'layout' : cannot specify matrix layout on a variable declaration
ERROR: 0:12: 'layout' : cannot specify packing on a variable declaration
ERROR: 0:19: 'badf' : member of uniform or buffer block cannot have an auxiliary or interpolation qualifier
ERROR: 0:20: 'badg' : member storage qualifier cannot contradict block storage qualifier
ERROR: 0:21: 'bad1' : member of block cannot have a packing layout qualifier
ERROR: 0:22: 'bad2' : member of block cannot have a packing layout qualifier
ERROR: 0:23: 'bad3' : member of block cannot have a packing layout qualifier
ERROR: 0:31: 'T3' : nameless block contains a member that already has a name at global scope
ERROR: 0:38: 'vertex output block' : not supported for this version or the enabled extensions
ERROR: 0:42: 'location qualifier on output' : not supported in this stage: vertex
ERROR: 0:42: 'location qualifier on output' : not supported for this version or the enabled extensions
ERROR: 0:50: 'shared' : not supported for this version or the enabled extensions
ERROR: 0:50: 'shared' : not supported in this stage: vertex
ERROR: 0:54: 'layout' : cannot specify packing on a variable declaration
ERROR: 0:57: 'location' : overlapping use of location 40
ERROR: 19 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:44 Function Definition: main( ( global void)
0:44 Function Parameters:
0:46 Sequence
0:46 move second child to first child ( temp highp 4-component vector of float)
0:46 'pos' ( smooth out highp 4-component vector of float)
0:46 vector-times-matrix ( temp highp 4-component vector of float)
0:46 'p' (layout( location=3) in highp 4-component vector of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 M1: direct index for structure (layout( row_major std140 offset=0) uniform highp 4X4 matrix of float)
0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:46 Constant:
0:46 0 (const int)
0:46 M2: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float)
0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:46 Constant:
0:46 1 (const int)
0:46 M4: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b})
0:46 Constant:
0:46 1 (const uint)
0:46 M3: direct index for structure (layout( column_major shared) uniform highp 4X4 matrix of float)
0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b})
0:46 Constant:
0:46 0 (const uint)
0:46 t2m: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
0:46 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m})
0:46 Constant:
0:46 1 (const uint)
0:47 move second child to first child ( temp highp 3-component vector of float)
0:47 'color' ( smooth out highp 3-component vector of float)
0:47 vector-times-matrix ( temp highp 3-component vector of float)
0:47 'c' (layout( location=7) in highp 3-component vector of float)
0:47 N1: direct index for structure (layout( row_major std140 offset=128) uniform highp 3X3 matrix of float)
0:47 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:47 Constant:
0:47 2 (const int)
0:? Linker Objects
0:? 'c' (layout( location=7) in highp 3-component vector of float)
0:? 'p' (layout( location=3) in highp 4-component vector of float)
0:? 'q' (layout( location=9) in 4-element array of highp 4-component vector of float)
0:? 'r' (layout( location=10) in 4-element array of structure{ global highp 4-component vector of float v})
0:? 'pos' ( smooth out highp 4-component vector of float)
0:? 'color' ( smooth out highp 3-component vector of float)
0:? 'badm4' (layout( column_major shared) uniform highp 4X4 matrix of float)
0:? 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:? 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m})
0:? 'anon@2' ( out block{ out highp float f})
0:? 'badoutA' (layout( location=10) smooth out highp 4-component vector of float)
0:? 'compute_only' ( shared highp 4-component vector of float)
0:? 'aoeuntaoeu' (layout( packed) uniform highp float)
0:? 'cd' (layout( location=40) in highp float)
0:? 'ce' (layout( location=37) in highp 4X3 matrix of float)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
Linked vertex stage:
Shader version: 300
ERROR: node is still EOpNull!
0:44 Function Definition: main( ( global void)
0:44 Function Parameters:
0:46 Sequence
0:46 move second child to first child ( temp highp 4-component vector of float)
0:46 'pos' ( smooth out highp 4-component vector of float)
0:46 vector-times-matrix ( temp highp 4-component vector of float)
0:46 'p' (layout( location=3) in highp 4-component vector of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 add ( temp highp 4X4 matrix of float)
0:46 M1: direct index for structure (layout( row_major std140 offset=0) uniform highp 4X4 matrix of float)
0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:46 Constant:
0:46 0 (const int)
0:46 M2: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float)
0:46 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:46 Constant:
0:46 1 (const int)
0:46 M4: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b})
0:46 Constant:
0:46 1 (const uint)
0:46 M3: direct index for structure (layout( column_major shared) uniform highp 4X4 matrix of float)
0:46 'anon@1' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp 4X4 matrix of float M3, layout( row_major shared) uniform highp 4X4 matrix of float M4, layout( column_major shared) uniform highp 3X3 matrix of float N2, layout( column_major shared) uniform highp int b})
0:46 Constant:
0:46 0 (const uint)
0:46 t2m: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
0:46 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m})
0:46 Constant:
0:46 1 (const uint)
0:47 move second child to first child ( temp highp 3-component vector of float)
0:47 'color' ( smooth out highp 3-component vector of float)
0:47 vector-times-matrix ( temp highp 3-component vector of float)
0:47 'c' (layout( location=7) in highp 3-component vector of float)
0:47 N1: direct index for structure (layout( row_major std140 offset=128) uniform highp 3X3 matrix of float)
0:47 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:47 Constant:
0:47 2 (const int)
0:? Linker Objects
0:? 'c' (layout( location=7) in highp 3-component vector of float)
0:? 'p' (layout( location=3) in highp 4-component vector of float)
0:? 'q' (layout( location=9) in 4-element array of highp 4-component vector of float)
0:? 'r' (layout( location=10) in 4-element array of structure{ global highp 4-component vector of float v})
0:? 'pos' ( smooth out highp 4-component vector of float)
0:? 'color' ( smooth out highp 3-component vector of float)
0:? 'badm4' (layout( column_major shared) uniform highp 4X4 matrix of float)
0:? 'tblock' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform highp 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform highp 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform highp 3X3 matrix of float N1, layout( row_major std140 offset=176) centroid uniform highp float badf, layout( row_major std140 offset=180) uniform highp float badg, layout( row_major std140 offset=184) uniform highp float bad1, layout( row_major shared offset=188) uniform highp float bad2, layout( row_major packed offset=192) uniform highp float bad3})
0:? 'anon@0' (layout( row_major shared) uniform block{layout( row_major shared) uniform bool b, layout( row_major shared) uniform highp 4X4 matrix of float t2m})
0:? 'anon@2' ( out block{ out highp float f})
0:? 'badoutA' (layout( location=10) smooth out highp 4-component vector of float)
0:? 'compute_only' ( shared highp 4-component vector of float)
0:? 'aoeuntaoeu' (layout( packed) uniform highp float)
0:? 'cd' (layout( location=40) in highp float)
0:? 'ce' (layout( location=37) in highp 4X3 matrix of float)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)

View File

@ -1,22 +0,0 @@
300link.frag
Shader version: 300
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'color1' ( out highp 4-component vector of float)
0:? 'color2' ( out highp 4-component vector of float)
Linked fragment stage:
ERROR: Linking fragment stage: when more than one fragment shader output, all must have location qualifiers
Shader version: 300
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'color1' ( out highp 4-component vector of float)
0:? 'color2' ( out highp 4-component vector of float)

View File

@ -1,25 +0,0 @@
300link2.frag
Shader version: 300
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:? Linker Objects
0:? 'pos' ( smooth in mediump 4-component vector of float)
0:? 'c' (layout( location=1) out mediump 4-component vector of float)
0:? 'p' (layout( location=5) out mediump 4-component vector of float)
0:? 'q' (layout( location=9) out 2-element array of mediump 4-component vector of float)
Linked fragment stage:
Shader version: 300
0:? Sequence
0:9 Function Definition: main( ( global void)
0:9 Function Parameters:
0:? Linker Objects
0:? 'pos' ( smooth in mediump 4-component vector of float)
0:? 'c' (layout( location=1) out mediump 4-component vector of float)
0:? 'p' (layout( location=5) out mediump 4-component vector of float)
0:? 'q' (layout( location=9) out 2-element array of mediump 4-component vector of float)

View File

@ -1,19 +0,0 @@
300link3.frag
Shader version: 300
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:? Linker Objects
0:? 'color1' ( out highp 4-component vector of float)
Linked fragment stage:
Shader version: 300
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:? Linker Objects
0:? 'color1' ( out highp 4-component vector of float)

View File

@ -1,420 +0,0 @@
300operations.frag
ERROR: 0:11: 'float' : type requires declaration of default precision qualifier
ERROR: 0:30: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}' and a right operand of type 'layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f}' (or there is no acceptable conversion)
ERROR: 0:31: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' global structure{ global mediump int i}' and a right operand of type ' global structure{ global mediump int i}' (or there is no acceptable conversion)
ERROR: 0:32: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:33: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:34: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump int' (or there is no acceptable conversion)
ERROR: 0:35: 'assign' : cannot convert from ' temp mediump 4-component vector of int' to ' temp mediump 3-component vector of int'
ERROR: 0:36: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type ' temp mediump 4-component vector of int' and a right operand of type ' temp mediump 4-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:37: '-' : wrong operand types: no operation '-' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump 3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:38: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type ' temp mediump 3-component vector of int' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:39: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type ' global 5-element array of mediump float' and a right operand of type ' global 5-element array of mediump float' (or there is no acceptable conversion)
ERROR: 0:40: '/' : wrong operand types: no operation '/' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:42: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:43: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:44: '%' : wrong operand types: no operation '%' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion)
ERROR: 0:45: '++' : l-value required "instanceName" (can't modify a uniform)
ERROR: 0:45: '++' : wrong operand type no operation '++' exists that takes an operand of type layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f} (or there is no acceptable conversion)
ERROR: 0:46: '++' : wrong operand type no operation '++' exists that takes an operand of type global structure{ global mediump int i} (or there is no acceptable conversion)
ERROR: 0:47: '--' : wrong operand type no operation '--' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion)
ERROR: 0:48: '++' : wrong operand type no operation '++' exists that takes an operand of type temp 3-component vector of bool (or there is no acceptable conversion)
ERROR: 0:50: '<' : wrong operand types: no operation '<' exists that takes a left-hand operand of type ' temp mediump 3-component vector of int' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:51: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 2X2 matrix of float' (or there is no acceptable conversion)
ERROR: 0:52: '!=' : wrong operand types: no operation '!=' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 4X4 matrix of float' (or there is no acceptable conversion)
ERROR: 0:53: '>=' : wrong operand types: no operation '>=' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion)
ERROR: 0:54: '<=' : wrong operand types: no operation '<=' exists that takes a left-hand operand of type ' global 5-element array of mediump float' and a right operand of type ' global 5-element array of mediump float' (or there is no acceptable conversion)
ERROR: 0:55: '>' : wrong operand types: no operation '>' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:57: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion)
ERROR: 0:58: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp 3-component vector of bool' (or there is no acceptable conversion)
ERROR: 0:59: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type ' temp 3-component vector of bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:60: '&&' : wrong operand types: no operation '&&' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump int' (or there is no acceptable conversion)
ERROR: 0:61: '||' : wrong operand types: no operation '||' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion)
ERROR: 0:62: '^^' : wrong operand types: no operation '^^' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 2X2 matrix of float' (or there is no acceptable conversion)
ERROR: 0:64: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump uint (or there is no acceptable conversion)
ERROR: 0:65: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump int (or there is no acceptable conversion)
ERROR: 0:66: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 2X2 matrix of float (or there is no acceptable conversion)
ERROR: 0:67: '!' : wrong operand type no operation '!' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion)
ERROR: 0:68: '!' : wrong operand type no operation '!' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion)
ERROR: 0:70: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump float (or there is no acceptable conversion)
ERROR: 0:71: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 4X4 matrix of float (or there is no acceptable conversion)
ERROR: 0:72: '~' : wrong operand type no operation '~' exists that takes an operand of type temp mediump 3-component vector of float (or there is no acceptable conversion)
ERROR: 0:73: '~' : wrong operand type no operation '~' exists that takes an operand of type global 5-element array of mediump float (or there is no acceptable conversion)
ERROR: 0:74: '~' : wrong operand type no operation '~' exists that takes an operand of type layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f} (or there is no acceptable conversion)
ERROR: 0:76: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump 3-component vector of int' (or there is no acceptable conversion)
ERROR: 0:77: '<<' : wrong operand types: no operation '<<' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:78: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:79: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump float' and a right operand of type ' temp mediump int' (or there is no acceptable conversion)
ERROR: 0:80: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump 4X4 matrix of float' and a right operand of type ' temp mediump int' (or there is no acceptable conversion)
ERROR: 0:81: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' global 5-element array of mediump float' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion)
ERROR: 0:82: '>>' : wrong operand types: no operation '>>' exists that takes a left-hand operand of type ' temp mediump 3-component vector of int' and a right operand of type ' temp mediump 4-component vector of int' (or there is no acceptable conversion)
ERROR: 0:84: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump uint' (or there is no acceptable conversion)
ERROR: 0:85: 'assign' : cannot convert from ' temp mediump 3-component vector of uint' to ' temp mediump uint'
ERROR: 0:86: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type ' temp mediump int' and a right operand of type ' temp mediump 3-component vector of uint' (or there is no acceptable conversion)
ERROR: 0:87: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp mediump uint' and a right operand of type ' temp mediump float' (or there is no acceptable conversion)
ERROR: 0:88: '|' : wrong operand types: no operation '|' exists that takes a left-hand operand of type ' temp mediump 2X2 matrix of float' and a right operand of type ' temp mediump 2X2 matrix of float' (or there is no acceptable conversion)
ERROR: 0:89: '^' : wrong operand types: no operation '^' exists that takes a left-hand operand of type ' global structure{ global mediump int i}' and a right operand of type ' global structure{ global mediump int i}' (or there is no acceptable conversion)
ERROR: 0:90: 'assign' : l-value required
ERROR: 56 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:? Sequence
0:30 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:31 's' ( global structure{ global mediump int i})
0:32 'i' ( temp mediump int)
0:33 'u' ( temp mediump uint)
0:34 'u' ( temp mediump uint)
0:35 'iv3' ( temp mediump 3-component vector of int)
0:36 'iv4' ( temp mediump 4-component vector of int)
0:37 'i' ( temp mediump int)
0:38 'iv3' ( temp mediump 3-component vector of int)
0:39 'a' ( global 5-element array of mediump float)
0:40 'b' ( temp bool)
0:42 'f' ( temp mediump float)
0:43 'i' ( temp mediump int)
0:44 'f' ( temp mediump float)
0:45 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:46 's' ( global structure{ global mediump int i})
0:47 'a' ( global 5-element array of mediump float)
0:48 'b3' ( temp 3-component vector of bool)
0:50 Constant:
0:50 false (const bool)
0:51 Constant:
0:51 false (const bool)
0:52 Constant:
0:52 false (const bool)
0:53 Constant:
0:53 false (const bool)
0:54 Constant:
0:54 false (const bool)
0:55 Constant:
0:55 false (const bool)
0:57 Constant:
0:57 false (const bool)
0:58 Constant:
0:58 false (const bool)
0:59 Constant:
0:59 false (const bool)
0:60 Constant:
0:60 false (const bool)
0:61 Constant:
0:61 false (const bool)
0:62 Constant:
0:62 false (const bool)
0:64 'u' ( temp mediump uint)
0:65 'i' ( temp mediump int)
0:66 'm2' ( temp mediump 2X2 matrix of float)
0:67 'v3' ( temp mediump 3-component vector of float)
0:68 'a' ( global 5-element array of mediump float)
0:70 'f' ( temp mediump float)
0:71 'm4' ( temp mediump 4X4 matrix of float)
0:72 'v3' ( temp mediump 3-component vector of float)
0:73 'a' ( global 5-element array of mediump float)
0:74 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:76 'i' ( temp mediump int)
0:77 'u' ( temp mediump uint)
0:78 'i' ( temp mediump int)
0:79 'f' ( temp mediump float)
0:80 'm4' ( temp mediump 4X4 matrix of float)
0:81 'a' ( global 5-element array of mediump float)
0:82 'iv3' ( temp mediump 3-component vector of int)
0:84 'i' ( temp mediump int)
0:85 'u' ( temp mediump uint)
0:86 'i' ( temp mediump int)
0:87 'u' ( temp mediump uint)
0:88 'm2' ( temp mediump 2X2 matrix of float)
0:89 's' ( global structure{ global mediump int i})
0:90 move second child to first child ( temp mediump float)
0:90 move second child to first child ( temp mediump float)
0:90 'f' ( temp mediump float)
0:90 'f' ( temp mediump float)
0:90 'f' ( temp mediump float)
0:93 vector-scale ( temp mediump 4-component vector of float)
0:93 'f' ( temp mediump float)
0:93 'v4' ( temp mediump 4-component vector of float)
0:94 add ( temp mediump uint)
0:94 'u' ( temp mediump uint)
0:94 'u' ( temp mediump uint)
0:95 divide ( temp mediump 4-component vector of uint)
0:95 'uv4' ( temp mediump 4-component vector of uint)
0:95 'u' ( temp mediump uint)
0:96 subtract second child into first child ( temp mediump 3-component vector of int)
0:96 'iv3' ( temp mediump 3-component vector of int)
0:96 'iv3' ( temp mediump 3-component vector of int)
0:98 mod second child into first child ( temp mediump int)
0:98 'i' ( temp mediump int)
0:98 Constant:
0:98 3 (const int)
0:99 mod ( temp mediump 3-component vector of uint)
0:99 'uv3' ( temp mediump 3-component vector of uint)
0:99 Constant:
0:99 4 (const uint)
0:100 Pre-Decrement ( temp mediump 2X2 matrix of float)
0:100 'm2' ( temp mediump 2X2 matrix of float)
0:101 Post-Increment ( temp mediump 4-component vector of int)
0:101 'iv4' ( temp mediump 4-component vector of int)
0:103 Compare Not Equal ( temp bool)
0:103 'm4' ( temp mediump 4X4 matrix of float)
0:103 'm4' ( temp mediump 4X4 matrix of float)
0:104 Compare Equal ( temp bool)
0:104 'm2' ( temp mediump 2X2 matrix of float)
0:104 'm2' ( temp mediump 2X2 matrix of float)
0:105 Compare Less Than or Equal ( temp bool)
0:105 'i' ( temp mediump int)
0:105 'i' ( temp mediump int)
0:106 Compare Equal ( temp bool)
0:106 'a' ( global 5-element array of mediump float)
0:106 'a' ( global 5-element array of mediump float)
0:107 Compare Not Equal ( temp bool)
0:107 's' ( global structure{ global mediump int i})
0:107 's' ( global structure{ global mediump int i})
0:109 logical-and ( temp bool)
0:109 'b' ( temp bool)
0:109 'b' ( temp bool)
0:110 logical-or ( temp bool)
0:110 'b' ( temp bool)
0:110 'b' ( temp bool)
0:111 logical-xor ( temp bool)
0:111 'b' ( temp bool)
0:111 'b' ( temp bool)
0:113 Comma ( temp mediump 3-component vector of uint)
0:113 Negate conditional ( temp bool)
0:113 'b' ( temp bool)
0:113 'uv3' ( temp mediump 3-component vector of uint)
0:115 Bitwise not ( temp mediump int)
0:115 'i' ( temp mediump int)
0:116 Bitwise not ( temp mediump uint)
0:116 'u' ( temp mediump uint)
0:117 Bitwise not ( temp mediump 3-component vector of uint)
0:117 'uv3' ( temp mediump 3-component vector of uint)
0:118 Bitwise not ( temp mediump 3-component vector of int)
0:118 'iv3' ( temp mediump 3-component vector of int)
0:120 left shift second child into first child ( temp mediump 3-component vector of uint)
0:120 'uv3' ( temp mediump 3-component vector of uint)
0:120 'i' ( temp mediump int)
0:121 right-shift ( temp mediump int)
0:121 'i' ( temp mediump int)
0:121 'i' ( temp mediump int)
0:122 left-shift ( temp mediump uint)
0:122 'u' ( temp mediump uint)
0:122 'u' ( temp mediump uint)
0:123 right-shift ( temp mediump 3-component vector of int)
0:123 'iv3' ( temp mediump 3-component vector of int)
0:123 'iv3' ( temp mediump 3-component vector of int)
0:125 bitwise and ( temp mediump int)
0:125 'i' ( temp mediump int)
0:125 'i' ( temp mediump int)
0:126 inclusive-or ( temp mediump uint)
0:126 'u' ( temp mediump uint)
0:126 'u' ( temp mediump uint)
0:127 exclusive-or ( temp mediump 3-component vector of int)
0:127 'iv3' ( temp mediump 3-component vector of int)
0:127 'iv3' ( temp mediump 3-component vector of int)
0:128 bitwise and ( temp mediump 3-component vector of uint)
0:128 'u' ( temp mediump uint)
0:128 'uv3' ( temp mediump 3-component vector of uint)
0:129 inclusive-or ( temp mediump 3-component vector of uint)
0:129 'uv3' ( temp mediump 3-component vector of uint)
0:129 'u' ( temp mediump uint)
0:130 and second child into first child ( temp mediump 3-component vector of uint)
0:130 'uv3' ( temp mediump 3-component vector of uint)
0:130 'u' ( temp mediump uint)
0:132 direct index ( temp mediump int)
0:132 'arr' ( temp 2-element array of mediump int)
0:132 Constant:
0:132 1 (const int)
0:134 direct index ( temp mediump int)
0:134 'arr2' ( temp 3-element array of mediump int)
0:134 Constant:
0:134 2 (const int)
0:? Linker Objects
0:? 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:? 's' ( global structure{ global mediump int i})
0:? 'a' ( global 5-element array of mediump float)
Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:? Sequence
0:30 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:31 's' ( global structure{ global mediump int i})
0:32 'i' ( temp mediump int)
0:33 'u' ( temp mediump uint)
0:34 'u' ( temp mediump uint)
0:35 'iv3' ( temp mediump 3-component vector of int)
0:36 'iv4' ( temp mediump 4-component vector of int)
0:37 'i' ( temp mediump int)
0:38 'iv3' ( temp mediump 3-component vector of int)
0:39 'a' ( global 5-element array of mediump float)
0:40 'b' ( temp bool)
0:42 'f' ( temp mediump float)
0:43 'i' ( temp mediump int)
0:44 'f' ( temp mediump float)
0:45 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:46 's' ( global structure{ global mediump int i})
0:47 'a' ( global 5-element array of mediump float)
0:48 'b3' ( temp 3-component vector of bool)
0:50 Constant:
0:50 false (const bool)
0:51 Constant:
0:51 false (const bool)
0:52 Constant:
0:52 false (const bool)
0:53 Constant:
0:53 false (const bool)
0:54 Constant:
0:54 false (const bool)
0:55 Constant:
0:55 false (const bool)
0:57 Constant:
0:57 false (const bool)
0:58 Constant:
0:58 false (const bool)
0:59 Constant:
0:59 false (const bool)
0:60 Constant:
0:60 false (const bool)
0:61 Constant:
0:61 false (const bool)
0:62 Constant:
0:62 false (const bool)
0:64 'u' ( temp mediump uint)
0:65 'i' ( temp mediump int)
0:66 'm2' ( temp mediump 2X2 matrix of float)
0:67 'v3' ( temp mediump 3-component vector of float)
0:68 'a' ( global 5-element array of mediump float)
0:70 'f' ( temp mediump float)
0:71 'm4' ( temp mediump 4X4 matrix of float)
0:72 'v3' ( temp mediump 3-component vector of float)
0:73 'a' ( global 5-element array of mediump float)
0:74 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:76 'i' ( temp mediump int)
0:77 'u' ( temp mediump uint)
0:78 'i' ( temp mediump int)
0:79 'f' ( temp mediump float)
0:80 'm4' ( temp mediump 4X4 matrix of float)
0:81 'a' ( global 5-element array of mediump float)
0:82 'iv3' ( temp mediump 3-component vector of int)
0:84 'i' ( temp mediump int)
0:85 'u' ( temp mediump uint)
0:86 'i' ( temp mediump int)
0:87 'u' ( temp mediump uint)
0:88 'm2' ( temp mediump 2X2 matrix of float)
0:89 's' ( global structure{ global mediump int i})
0:90 move second child to first child ( temp mediump float)
0:90 move second child to first child ( temp mediump float)
0:90 'f' ( temp mediump float)
0:90 'f' ( temp mediump float)
0:90 'f' ( temp mediump float)
0:93 vector-scale ( temp mediump 4-component vector of float)
0:93 'f' ( temp mediump float)
0:93 'v4' ( temp mediump 4-component vector of float)
0:94 add ( temp mediump uint)
0:94 'u' ( temp mediump uint)
0:94 'u' ( temp mediump uint)
0:95 divide ( temp mediump 4-component vector of uint)
0:95 'uv4' ( temp mediump 4-component vector of uint)
0:95 'u' ( temp mediump uint)
0:96 subtract second child into first child ( temp mediump 3-component vector of int)
0:96 'iv3' ( temp mediump 3-component vector of int)
0:96 'iv3' ( temp mediump 3-component vector of int)
0:98 mod second child into first child ( temp mediump int)
0:98 'i' ( temp mediump int)
0:98 Constant:
0:98 3 (const int)
0:99 mod ( temp mediump 3-component vector of uint)
0:99 'uv3' ( temp mediump 3-component vector of uint)
0:99 Constant:
0:99 4 (const uint)
0:100 Pre-Decrement ( temp mediump 2X2 matrix of float)
0:100 'm2' ( temp mediump 2X2 matrix of float)
0:101 Post-Increment ( temp mediump 4-component vector of int)
0:101 'iv4' ( temp mediump 4-component vector of int)
0:103 Compare Not Equal ( temp bool)
0:103 'm4' ( temp mediump 4X4 matrix of float)
0:103 'm4' ( temp mediump 4X4 matrix of float)
0:104 Compare Equal ( temp bool)
0:104 'm2' ( temp mediump 2X2 matrix of float)
0:104 'm2' ( temp mediump 2X2 matrix of float)
0:105 Compare Less Than or Equal ( temp bool)
0:105 'i' ( temp mediump int)
0:105 'i' ( temp mediump int)
0:106 Compare Equal ( temp bool)
0:106 'a' ( global 5-element array of mediump float)
0:106 'a' ( global 5-element array of mediump float)
0:107 Compare Not Equal ( temp bool)
0:107 's' ( global structure{ global mediump int i})
0:107 's' ( global structure{ global mediump int i})
0:109 logical-and ( temp bool)
0:109 'b' ( temp bool)
0:109 'b' ( temp bool)
0:110 logical-or ( temp bool)
0:110 'b' ( temp bool)
0:110 'b' ( temp bool)
0:111 logical-xor ( temp bool)
0:111 'b' ( temp bool)
0:111 'b' ( temp bool)
0:113 Comma ( temp mediump 3-component vector of uint)
0:113 Negate conditional ( temp bool)
0:113 'b' ( temp bool)
0:113 'uv3' ( temp mediump 3-component vector of uint)
0:115 Bitwise not ( temp mediump int)
0:115 'i' ( temp mediump int)
0:116 Bitwise not ( temp mediump uint)
0:116 'u' ( temp mediump uint)
0:117 Bitwise not ( temp mediump 3-component vector of uint)
0:117 'uv3' ( temp mediump 3-component vector of uint)
0:118 Bitwise not ( temp mediump 3-component vector of int)
0:118 'iv3' ( temp mediump 3-component vector of int)
0:120 left shift second child into first child ( temp mediump 3-component vector of uint)
0:120 'uv3' ( temp mediump 3-component vector of uint)
0:120 'i' ( temp mediump int)
0:121 right-shift ( temp mediump int)
0:121 'i' ( temp mediump int)
0:121 'i' ( temp mediump int)
0:122 left-shift ( temp mediump uint)
0:122 'u' ( temp mediump uint)
0:122 'u' ( temp mediump uint)
0:123 right-shift ( temp mediump 3-component vector of int)
0:123 'iv3' ( temp mediump 3-component vector of int)
0:123 'iv3' ( temp mediump 3-component vector of int)
0:125 bitwise and ( temp mediump int)
0:125 'i' ( temp mediump int)
0:125 'i' ( temp mediump int)
0:126 inclusive-or ( temp mediump uint)
0:126 'u' ( temp mediump uint)
0:126 'u' ( temp mediump uint)
0:127 exclusive-or ( temp mediump 3-component vector of int)
0:127 'iv3' ( temp mediump 3-component vector of int)
0:127 'iv3' ( temp mediump 3-component vector of int)
0:128 bitwise and ( temp mediump 3-component vector of uint)
0:128 'u' ( temp mediump uint)
0:128 'uv3' ( temp mediump 3-component vector of uint)
0:129 inclusive-or ( temp mediump 3-component vector of uint)
0:129 'uv3' ( temp mediump 3-component vector of uint)
0:129 'u' ( temp mediump uint)
0:130 and second child into first child ( temp mediump 3-component vector of uint)
0:130 'uv3' ( temp mediump 3-component vector of uint)
0:130 'u' ( temp mediump uint)
0:132 direct index ( temp mediump int)
0:132 'arr' ( temp 2-element array of mediump int)
0:132 Constant:
0:132 1 (const int)
0:134 direct index ( temp mediump int)
0:134 'arr2' ( temp 3-element array of mediump int)
0:134 Constant:
0:134 2 (const int)
0:? Linker Objects
0:? 'instanceName' (layout( column_major shared) uniform block{layout( column_major shared) uniform mediump float f})
0:? 's' ( global structure{ global mediump int i})
0:? 'a' ( global 5-element array of mediump float)

View File

@ -1,231 +0,0 @@
300scope.vert
ERROR: 0:5: 'a' : redefinition
ERROR: 0:17: 'b' : function name is redeclaration of existing name
ERROR: 0:20: 'c' : redefinition
ERROR: 0:22: 'f' : redefinition
ERROR: 0:23: 'tan' : redefinition
ERROR: 0:24: 'redefinition of built-in function' : not supported with this profile: es
ERROR: 0:24: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 1
ERROR: 0:24: 'sin' : function name is redeclaration of existing name
ERROR: 0:25: 'redefinition of built-in function' : not supported with this profile: es
ERROR: 0:25: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 1
ERROR: 0:25: 'cos' : function name is redeclaration of existing name
ERROR: 0:25: 'cos' : function already has a body
ERROR: 0:27: 'return' : void function cannot return a value
ERROR: 0:29: 'radians' : function name is redeclaration of existing name
ERROR: 0:29: 'radians' : can't find function
ERROR: 0:31: 'return' : void function cannot return a value
ERROR: 0:38: 'local function declaration' : not supported with this profile: es
ERROR: 0:43: 'sin' : can't use function syntax on variable
ERROR: 0:57: 'z' : undeclared identifier
ERROR: 0:57: 'z' : redefinition
ERROR: 0:73: 'degrees' : can't use function syntax on variable
ERROR: 21 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global highp int)
0:3 Function Parameters:
0:3 'a' ( in highp int)
0:3 'b' ( in highp int)
0:3 'c' ( in highp int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp highp float)
0:8 'a' ( temp highp float)
0:8 add ( temp highp float)
0:8 Convert int to float ( temp highp float)
0:8 'a' ( in highp int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in highp int)
0:25 Function Definition: cos(f1; ( global highp float)
0:25 Function Parameters:
0:25 'x' ( in highp float)
0:27 Sequence
0:27 Branch: Return
0:29 Function Definition: radians(b1; ( global bool)
0:29 Function Parameters:
0:29 'x' ( in bool)
0:31 Sequence
0:31 Branch: Return
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp highp int)
0:42 'sin' ( temp highp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; ( global highp int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp highp float)
0:47 'f' ( temp highp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position)
0:49 Construct vec4 ( temp highp 4-component vector of float)
0:49 'f' ( temp highp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp highp int)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp highp int)
0:52 'f' ( temp highp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp highp int)
0:51 'f' ( temp highp int)
0:54 Sequence
0:54 move second child to first child ( temp highp int)
0:54 'x' ( temp highp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp highp float)
0:56 'x' ( temp highp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp highp float)
0:56 'y' ( temp highp float)
0:56 'x' ( temp highp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp highp int)
0:60 'x' ( temp highp int)
0:60 'x' ( temp highp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp highp int x})
0:68 'S' ( temp structure{ temp highp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp highp int)
0:69 'S' ( temp structure{ temp highp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
Linked vertex stage:
ERROR: Linking vertex stage: No function definition (body) found:
g(
Shader version: 300
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global highp int)
0:3 Function Parameters:
0:3 'a' ( in highp int)
0:3 'b' ( in highp int)
0:3 'c' ( in highp int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp highp float)
0:8 'a' ( temp highp float)
0:8 add ( temp highp float)
0:8 Convert int to float ( temp highp float)
0:8 'a' ( in highp int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in highp int)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp highp int)
0:42 'sin' ( temp highp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; ( global highp int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp highp float)
0:47 'f' ( temp highp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 'gl_Position' ( invariant gl_Position highp 4-component vector of float Position)
0:49 Construct vec4 ( temp highp 4-component vector of float)
0:49 'f' ( temp highp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp highp int)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp highp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp highp int)
0:52 'f' ( temp highp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp highp int)
0:51 'f' ( temp highp int)
0:54 Sequence
0:54 move second child to first child ( temp highp int)
0:54 'x' ( temp highp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp highp float)
0:56 'x' ( temp highp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp highp float)
0:56 'y' ( temp highp float)
0:56 'x' ( temp highp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp highp int)
0:60 'x' ( temp highp int)
0:60 'x' ( temp highp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp highp int x})
0:68 'S' ( temp structure{ temp highp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp highp int)
0:69 'S' ( temp structure{ temp highp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)

View File

@ -1,616 +0,0 @@
310.comp
ERROR: 0:4: 'local_size' : cannot change previously set size
ERROR: 0:5: 'local_size' : too large; see gl_MaxComputeWorkGroupSize
ERROR: 0:7: 'local_size_y' : must be at least 1
ERROR: 0:23: '' : array size required
ERROR: 0:39: 'in' : global storage input qualifier cannot be used in a compute shader
ERROR: 0:39: 'location qualifier on input' : not supported in this stage: compute
ERROR: 0:40: 'in' : global storage input qualifier cannot be used in a compute shader
ERROR: 0:41: 'out' : global storage output qualifier cannot be used in a compute shader
ERROR: 0:44: 'shared' : cannot apply layout qualifiers to a shared variable
ERROR: 0:44: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers
ERROR: 0:45: 'shared' : cannot initialize this type of qualifier
ERROR: 0:47: 'local_size' : can only apply to 'in'
ERROR: 0:47: 'local_size' : can only apply to 'in'
ERROR: 0:47: 'local_size' : can only apply to 'in'
ERROR: 0:61: 'assign' : l-value required "ro" (can't modify a readonly buffer)
ERROR: 0:66: 'buffer' : buffers can be declared only as blocks
ERROR: 0:68: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:76: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported with this profile: es
ERROR: 0:81: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:82: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:87: 'imageAtomicCompSwap' : required extension not requested: GL_OES_shader_image_atomic
ERROR: 0:88: 'imageAtomicAdd' : required extension not requested: GL_OES_shader_image_atomic
ERROR: 0:89: 'imageAtomicMin' : required extension not requested: GL_OES_shader_image_atomic
ERROR: 0:89: 'readonly' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 0:89: 'imageAtomicMin' : only supported on image with format r32i or r32ui
ERROR: 0:90: 'imageAtomicMax' : no matching overloaded function found
ERROR: 0:94: 'writeonly' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 0:97: '' : memory qualifiers cannot be used on this type
ERROR: 0:98: '' : memory qualifiers cannot be used on this type
ERROR: 0:114: 'image load-store format' : not supported with this profile: es
ERROR: 0:114: 'rg8i' : does not apply to unsigned integer images
ERROR: 0:115: 'rgba32i' : does not apply to floating point images
ERROR: 0:116: 'rgba32f' : does not apply to unsigned integer images
ERROR: 0:117: 'image load-store format' : not supported with this profile: es
ERROR: 0:117: 'r8_snorm' : does not apply to signed integer images
ERROR: 0:118: 'rgba32ui' : does not apply to signed integer images
ERROR: 0:119: 'image load-store format' : not supported with this profile: es
ERROR: 0:119: 'r8ui' : does not apply to signed integer images
ERROR: 0:128: 'atomic_uint' : samplers and atomic_uints cannot be output parameters
ERROR: 0:130: 'return' : type does not match, or is not convertible to, the function's return type
ERROR: 0:136: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: non_uniform_counter
ERROR: 0:141: 'atomic_uint' : atomic counters can only be highp
ERROR: 0:141: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:143: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:149: '[]' : scalar integer expression required
ERROR: 0:166: 'precision' : can only apply highp to atomic_uint
ERROR: 0:168: 'precise' : Reserved word.
ERROR: 0:168: 'precise' : not supported for this version or the enabled extensions
ERROR: 0:170: 'dmat2x4' : Reserved word.
ERROR: 0:170: 'double matrix' : not supported with this profile: es
ERROR: 0:171: 'samplerCubeArray' : Reserved word.
ERROR: 0:171: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:172: 'iimage2DRect' : Reserved word.
ERROR: 0:172: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:172: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported with this profile: es
ERROR: 0:173: 'image2DMS' : Reserved word.
ERROR: 0:173: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported with this profile: es
ERROR: 0:174: 'uimage2DMSArray' : Reserved word.
ERROR: 0:174: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:174: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported with this profile: es
ERROR: 0:181: 'rgba32f' : format requires readonly or writeonly memory qualifier
ERROR: 0:182: 'rgba8i' : format requires readonly or writeonly memory qualifier
ERROR: 0:183: 'rgba16ui' : format requires readonly or writeonly memory qualifier
ERROR: 0:194: 'assign' : can't read from writeonly object: wo
ERROR: 0:195: 'initializer' : can't read from writeonly object: wo
ERROR: 0:196: '++' : can't read from writeonly object: wo
ERROR: 0:197: '--' : can't read from writeonly object: wo
ERROR: 0:198: '+' : can't read from writeonly object: wo
ERROR: 0:199: '-' : can't read from writeonly object: wo
ERROR: 0:201: ':' : can't read from writeonly object: wo
ERROR: 0:202: ':' : can't read from writeonly object: wo
ERROR: 0:203: '==' : can't read from writeonly object: wo
ERROR: 0:205: '>=' : can't read from writeonly object: wo
ERROR: 0:207: 'constructor' : can't read from writeonly object: wo
ERROR: 0:208: '~' : can't read from writeonly object: wo
ERROR: 0:221: 'assign' : can't read from writeonly object: wo
ERROR: 0:222: '~' : can't read from writeonly object: wo
ERROR: 0:227: 'input block' : not supported in this stage: compute
ERROR: 0:231: 'output block' : not supported in this stage: compute
WARNING: 0:235: 't__' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:238: '#define' : names containing consecutive underscores are reserved: __D
ERROR: 0:244: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
ERROR: 0:245: 'gl_ViewIndex' : undeclared identifier
ERROR: 0:255: 'gl_ViewIndex' : undeclared identifier
ERROR: 82 compilation errors. No code generated.
Shader version: 310
Requested GL_EXT_device_group
local_size = (2, 1, 4096)
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Barrier ( global void)
0:30 MemoryBarrier ( global void)
0:31 MemoryBarrierAtomicCounter ( global void)
0:32 MemoryBarrierBuffer ( global void)
0:33 MemoryBarrierShared ( global void)
0:34 MemoryBarrierImage ( global void)
0:35 GroupMemoryBarrier ( global void)
0:36 move second child to first child ( temp highp int)
0:36 value: direct index for structure (layout( column_major shared) buffer highp int)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer runtime-sized array of highp float values})
0:36 Constant:
0:36 0 (const uint)
0:36 Convert float to int ( temp highp int)
0:36 indirect index (layout( column_major shared) temp highp float)
0:36 values: direct index for structure (layout( column_major shared) buffer runtime-sized array of highp float)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer runtime-sized array of highp float values})
0:36 Constant:
0:36 1 (const uint)
0:36 'gl_LocalInvocationIndex' ( in highp uint LocalInvocationIndex)
0:59 Function Definition: foo( ( global void)
0:59 Function Parameters:
0:61 Sequence
0:61 move second child to first child ( temp highp float)
0:61 direct index (layout( column_major shared) temp highp float)
0:61 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:61 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:61 Constant:
0:61 1 (const int)
0:61 Constant:
0:61 2 (const int)
0:61 Constant:
0:61 4.700000
0:62 array length ( temp int)
0:62 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:62 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:62 Constant:
0:62 1 (const int)
0:63 Pre-Increment ( temp highp 4-component vector of float)
0:63 's' ( shared highp 4-component vector of float)
0:84 Function Definition: qux( ( global void)
0:84 Function Parameters:
0:86 Sequence
0:86 Sequence
0:86 move second child to first child ( temp highp int)
0:86 'i' ( temp highp int)
0:86 Constant:
0:86 4 (const int)
0:87 imageAtomicCompSwap ( global highp int)
0:87 'iimg2D' (layout( r32i) uniform highp iimage2D)
0:87 Construct ivec2 ( temp highp 2-component vector of int)
0:87 'i' ( temp highp int)
0:87 'i' ( temp highp int)
0:87 'i' ( temp highp int)
0:87 'i' ( temp highp int)
0:88 imageAtomicAdd ( global highp uint)
0:88 'uimg2D' (layout( r32ui) uniform mediump uimage2D)
0:88 Construct ivec2 ( temp highp 2-component vector of int)
0:88 'i' ( temp highp int)
0:88 'i' ( temp highp int)
0:88 Convert int to uint ( temp highp uint)
0:88 'i' ( temp highp int)
0:89 imageAtomicMin ( global highp int)
0:89 'iimg2Drgba' (layout( rgba32i) readonly uniform highp iimage2D)
0:89 Construct ivec2 ( temp highp 2-component vector of int)
0:89 'i' ( temp highp int)
0:89 'i' ( temp highp int)
0:89 'i' ( temp highp int)
0:90 Constant:
0:90 0.000000
0:91 Sequence
0:91 move second child to first child ( temp highp 4-component vector of int)
0:91 'pos' ( temp highp 4-component vector of int)
0:91 imageLoad ( global highp 4-component vector of int)
0:91 'iimg2D' (layout( r32i) uniform highp iimage2D)
0:91 Construct ivec2 ( temp highp 2-component vector of int)
0:91 'i' ( temp highp int)
0:91 'i' ( temp highp int)
0:92 imageStore ( global highp void)
0:92 'ii2da' ( writeonly uniform highp iimage2DArray)
0:92 Construct ivec3 ( temp 3-component vector of int)
0:92 'i' ( temp highp int)
0:92 'i' ( temp highp int)
0:92 'i' ( temp highp int)
0:92 Constant:
0:92 0 (const int)
0:92 0 (const int)
0:92 0 (const int)
0:92 0 (const int)
0:93 imageLoad ( global mediump 4-component vector of float)
0:93 'img2Drgba' (layout( rgba32f) readonly uniform mediump image2D)
0:93 Construct ivec2 ( temp mediump 2-component vector of int)
0:93 'i' ( temp highp int)
0:93 'i' ( temp highp int)
0:94 imageLoad ( global highp 4-component vector of int)
0:94 'ii2da' ( writeonly uniform highp iimage2DArray)
0:94 Construct ivec3 ( temp highp 3-component vector of int)
0:94 'i' ( temp highp int)
0:94 'i' ( temp highp int)
0:94 'i' ( temp highp int)
0:100 Function Definition: passr(iI21; ( global void)
0:100 Function Parameters:
0:100 'image' ( coherent readonly in highp iimage2D)
0:107 Function Definition: passrc( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 Function Call: passr(iI21; ( global void)
0:109 'qualim1' (layout( r32i) coherent readonly uniform highp iimage2D)
0:110 Function Call: passr(iI21; ( global void)
0:110 'qualim2' (layout( r32i) coherent restrict readonly uniform highp iimage2D)
0:111 Function Call: passr(iI21; ( global void)
0:111 'iimg2D' (layout( r32i) uniform highp iimage2D)
0:123 Function Definition: func(au1; ( global highp uint)
0:123 Function Parameters:
0:123 'c' ( in highp atomic_uint)
0:125 Sequence
0:125 Branch: Return with expression
0:125 AtomicCounterIncrement ( global highp uint)
0:125 'c' ( in highp atomic_uint)
0:128 Function Definition: func2(au1; ( global highp uint)
0:128 Function Parameters:
0:128 'c' ( out highp atomic_uint)
0:130 Sequence
0:130 Branch: Return with expression
0:130 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:131 Branch: Return with expression
0:131 AtomicCounter ( global highp uint)
0:131 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:134 Function Definition: mainAC( ( global void)
0:134 Function Parameters:
0:? Sequence
0:137 Sequence
0:137 move second child to first child ( temp highp uint)
0:137 'val' ( temp highp uint)
0:137 AtomicCounter ( global highp uint)
0:137 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:138 AtomicCounterDecrement ( global highp uint)
0:138 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:146 Function Definition: opac( ( global void)
0:146 Function Parameters:
0:? Sequence
0:149 indirect index ( temp highp int)
0:149 'a' ( temp 3-element array of highp int)
0:149 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:150 direct index (layout( binding=2 offset=4) temp highp atomic_uint)
0:150 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint)
0:150 Constant:
0:150 2 (const int)
0:151 indirect index (layout( binding=2 offset=4) temp highp atomic_uint)
0:151 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint)
0:151 'i' ( uniform highp int)
0:157 Function Definition: atoms( ( global void)
0:157 Function Parameters:
0:159 Sequence
0:159 Sequence
0:159 move second child to first child ( temp highp int)
0:159 'origi' ( temp highp int)
0:159 AtomicAdd ( global highp int)
0:159 'atomi' ( shared highp int)
0:159 Constant:
0:159 3 (const int)
0:160 Sequence
0:160 move second child to first child ( temp highp uint)
0:160 'origu' ( temp highp uint)
0:160 AtomicAnd ( global highp uint)
0:160 'atomu' ( shared highp uint)
0:160 Constant:
0:160 7 (const uint)
0:161 move second child to first child ( temp highp int)
0:161 'origi' ( temp highp int)
0:161 AtomicExchange ( global highp int)
0:161 'atomi' ( shared highp int)
0:161 Constant:
0:161 4 (const int)
0:162 move second child to first child ( temp highp uint)
0:162 'origu' ( temp highp uint)
0:162 AtomicCompSwap ( global highp uint)
0:162 'atomu' ( shared highp uint)
0:162 Constant:
0:162 10 (const uint)
0:162 Constant:
0:162 8 (const uint)
0:191 Function Definition: foowo( ( global void)
0:191 Function Parameters:
0:? Sequence
0:194 move second child to first child ( temp highp float)
0:194 'g' ( temp highp float)
0:194 direct index (layout( column_major shared) temp highp float)
0:194 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:194 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:194 Constant:
0:194 1 (const int)
0:194 Constant:
0:194 2 (const int)
0:195 Sequence
0:195 move second child to first child ( temp highp float)
0:195 'f' ( temp highp float)
0:195 direct index (layout( column_major shared) temp highp float)
0:195 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:195 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:195 Constant:
0:195 1 (const int)
0:195 Constant:
0:195 2 (const int)
0:196 Pre-Increment ( temp highp float)
0:196 direct index (layout( column_major shared) temp highp float)
0:196 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:196 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:196 Constant:
0:196 1 (const int)
0:196 Constant:
0:196 2 (const int)
0:197 Post-Decrement ( temp highp float)
0:197 direct index (layout( column_major shared) temp highp float)
0:197 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:197 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:197 Constant:
0:197 1 (const int)
0:197 Constant:
0:197 2 (const int)
0:198 add ( temp highp float)
0:198 'f' ( temp highp float)
0:198 direct index (layout( column_major shared) temp highp float)
0:198 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:198 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:198 Constant:
0:198 1 (const int)
0:198 Constant:
0:198 2 (const int)
0:199 subtract ( temp highp float)
0:199 direct index (layout( column_major shared) temp highp float)
0:199 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:199 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:199 Constant:
0:199 1 (const int)
0:199 Constant:
0:199 2 (const int)
0:199 'f' ( temp highp float)
0:201 Test condition and select ( temp highp float)
0:201 Condition
0:201 'b' ( temp bool)
0:201 true case
0:201 'f' ( temp highp float)
0:201 false case
0:201 direct index (layout( column_major shared) temp highp float)
0:201 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:201 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:201 Constant:
0:201 1 (const int)
0:201 Constant:
0:201 2 (const int)
0:202 Test condition and select ( temp highp float)
0:202 Condition
0:202 'b' ( temp bool)
0:202 true case
0:202 direct index (layout( column_major shared) temp highp float)
0:202 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:202 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:202 Constant:
0:202 1 (const int)
0:202 Constant:
0:202 2 (const int)
0:202 false case
0:202 'f' ( temp highp float)
0:203 Test condition and select ( temp void)
0:203 Condition
0:203 Compare Equal ( temp bool)
0:203 'f' ( temp highp float)
0:203 direct index (layout( column_major shared) temp highp float)
0:203 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:203 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:203 Constant:
0:203 1 (const int)
0:203 Constant:
0:203 2 (const int)
0:203 true case
0:204 Pre-Increment ( temp highp float)
0:204 'f' ( temp highp float)
0:205 Test condition and select ( temp void)
0:205 Condition
0:205 Compare Greater Than or Equal ( temp bool)
0:205 'f' ( temp highp float)
0:205 direct index (layout( column_major shared) temp highp float)
0:205 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:205 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:205 Constant:
0:205 1 (const int)
0:205 Constant:
0:205 2 (const int)
0:205 true case
0:206 Pre-Increment ( temp highp float)
0:206 'f' ( temp highp float)
0:207 move second child to first child ( temp highp float)
0:207 'f' ( temp highp float)
0:207 direct index ( temp highp float)
0:207 Construct vec3 ( temp highp 3-component vector of float)
0:207 direct index (layout( column_major shared) temp highp float)
0:207 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:207 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:207 Constant:
0:207 1 (const int)
0:207 Constant:
0:207 2 (const int)
0:207 Constant:
0:207 0 (const int)
0:208 Bitwise not ( temp highp int)
0:208 value: direct index for structure (layout( column_major shared) buffer highp int)
0:208 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:208 Constant:
0:208 0 (const int)
0:209 move second child to first child ( temp highp float)
0:209 direct index (layout( column_major shared) temp highp float)
0:209 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:209 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:209 Constant:
0:209 1 (const int)
0:209 Constant:
0:209 2 (const int)
0:209 Constant:
0:209 3.400000
0:218 Function Definition: foomultio( ( global void)
0:218 Function Parameters:
0:? Sequence
0:221 move second child to first child ( temp highp float)
0:221 'g' ( temp highp float)
0:221 direct index (layout( column_major shared) temp highp float)
0:221 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:221 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:221 Constant:
0:221 1 (const int)
0:221 Constant:
0:221 2 (const int)
0:222 Bitwise not ( temp highp int)
0:222 value: direct index for structure (layout( column_major shared) buffer highp int)
0:222 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:222 Constant:
0:222 0 (const int)
0:223 move second child to first child ( temp highp float)
0:223 direct index (layout( column_major shared) temp highp float)
0:223 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of highp float)
0:223 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:223 Constant:
0:223 1 (const int)
0:223 Constant:
0:223 2 (const int)
0:223 Constant:
0:223 3.400000
0:224 move second child to first child ( temp highp int)
0:224 value: direct index for structure (layout( column_major shared) buffer highp int)
0:224 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:224 Constant:
0:224 0 (const int)
0:224 Constant:
0:224 2 (const int)
0:242 Function Definition: devi( ( global void)
0:242 Function Parameters:
0:244 Sequence
0:244 'gl_DeviceIndex' ( in highp int DeviceIndex)
0:245 'gl_ViewIndex' ( temp float)
0:252 Function Definition: devie( ( global void)
0:252 Function Parameters:
0:254 Sequence
0:254 'gl_DeviceIndex' ( in highp int DeviceIndex)
0:255 'gl_ViewIndex' ( temp float)
0:? Linker Objects
0:? 'gl_WorkGroupSize' ( const highp 3-component vector of uint WorkGroupSize)
0:? 2 (const uint)
0:? 1 (const uint)
0:? 4096 (const uint)
0:? 'total' ( const highp int)
0:? 66592 (const int)
0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer runtime-sized array of highp float values})
0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 1-element array of highp float values, layout( column_major shared) buffer highp int value})
0:? 'v3' (layout( location=2) in highp 3-component vector of float)
0:? 'f' ( in highp float)
0:? 'fo' ( out highp float)
0:? 's' ( shared highp 4-component vector of float)
0:? 'sl' (layout( location=2) shared highp 4-component vector of float)
0:? 'fs' ( shared highp float)
0:? 'arrX' ( global 2-element array of highp int)
0:? 'arrY' ( global 1-element array of highp int)
0:? 'arrZ' ( global 4096-element array of highp int)
0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:? 'v' ( buffer highp 4-component vector of float)
0:? 'us2dbad' ( uniform mediump usampler2D)
0:? 'us2d' ( uniform highp usampler2D)
0:? 'ii2dabad' ( uniform highp iimage2DArray)
0:? 'ii2da' ( writeonly uniform highp iimage2DArray)
0:? 'iimg2D' (layout( r32i) uniform highp iimage2D)
0:? 'iimg2Drgba' (layout( rgba32i) readonly uniform highp iimage2D)
0:? 'img2Drgba' (layout( rgba32f) readonly uniform mediump image2D)
0:? 'uimg2D' (layout( r32ui) uniform mediump uimage2D)
0:? 'vol' ( volatile temp highp float)
0:? 'vol2' ( readonly temp highp int)
0:? 'qualim1' (layout( r32i) coherent readonly uniform highp iimage2D)
0:? 'qualim2' (layout( r32i) coherent restrict readonly uniform highp iimage2D)
0:? 'i1bad' (layout( rg8i) readonly uniform highp uimage2D)
0:? 'i2bad' (layout( rgba32i) readonly uniform highp image2D)
0:? 'i3bad' (layout( rgba32f) readonly uniform highp uimage2D)
0:? 'i4bad' (layout( r8_snorm) readonly uniform highp iimage2D)
0:? 'i5bad' (layout( rgba32ui) readonly uniform highp iimage2D)
0:? 'i6bad' (layout( r8ui) readonly uniform highp iimage2D)
0:? 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:? 'counterBad' (layout( binding=1) uniform mediump atomic_uint)
0:? 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint)
0:? 'i' ( uniform highp int)
0:? 'atomi' ( shared highp int)
0:? 'atomu' ( shared highp uint)
0:? 'pfoo' ( noContraction temp highp int)
0:? 'dm' ( global 2X4 matrix of double)
0:? 'sca' ( uniform mediump samplerCubeArray)
0:? 'i2dr' ( uniform mediump iimage2DRect)
0:? 'i2dms' ( uniform highp image2DMS)
0:? 'u2dmsa' ( uniform mediump uimage2DMSArray)
0:? 'okay1' (layout( r32f) coherent volatile restrict readonly writeonly uniform highp image2D)
0:? 'okay2' (layout( r32i) coherent volatile restrict readonly uniform highp iimage2D)
0:? 'okay3' (layout( r32ui) coherent volatile restrict writeonly uniform highp uimage2D)
0:? 'okay4' (layout( r32f) coherent volatile restrict uniform highp image2D)
0:? 'badQ1' (layout( rgba32f) coherent volatile restrict uniform highp image2D)
0:? 'badQ2' (layout( rgba8i) coherent volatile restrict uniform highp iimage2D)
0:? 'badQ3' (layout( rgba16ui) coherent volatile restrict uniform highp uimage2D)
0:? 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:? 'multio' (layout( column_major shared) buffer block{layout( column_major shared) readonly buffer highp int value, layout( column_major shared) writeonly buffer unsized 1-element array of highp float values})
0:? 'inbi' ( in block{ in highp int a})
0:? 'outbi' ( out block{ out highp int a})
0:? 't__' ( global highp float)
0:? 'arr' ( shared 2-element array of 3-element array of 4-element array of highp 4-component vector of float)
Linked compute stage:
Shader version: 310
Requested GL_EXT_device_group
local_size = (2, 1, 4096)
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Barrier ( global void)
0:30 MemoryBarrier ( global void)
0:31 MemoryBarrierAtomicCounter ( global void)
0:32 MemoryBarrierBuffer ( global void)
0:33 MemoryBarrierShared ( global void)
0:34 MemoryBarrierImage ( global void)
0:35 GroupMemoryBarrier ( global void)
0:36 move second child to first child ( temp highp int)
0:36 value: direct index for structure (layout( column_major shared) buffer highp int)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer runtime-sized array of highp float values})
0:36 Constant:
0:36 0 (const uint)
0:36 Convert float to int ( temp highp int)
0:36 indirect index (layout( column_major shared) temp highp float)
0:36 values: direct index for structure (layout( column_major shared) buffer runtime-sized array of highp float)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer runtime-sized array of highp float values})
0:36 Constant:
0:36 1 (const uint)
0:36 'gl_LocalInvocationIndex' ( in highp uint LocalInvocationIndex)
0:? Linker Objects
0:? 'gl_WorkGroupSize' ( const highp 3-component vector of uint WorkGroupSize)
0:? 2 (const uint)
0:? 1 (const uint)
0:? 4096 (const uint)
0:? 'total' ( const highp int)
0:? 66592 (const int)
0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer runtime-sized array of highp float values})
0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer 1-element array of highp float values, layout( column_major shared) buffer highp int value})
0:? 'v3' (layout( location=2) in highp 3-component vector of float)
0:? 'f' ( in highp float)
0:? 'fo' ( out highp float)
0:? 's' ( shared highp 4-component vector of float)
0:? 'sl' (layout( location=2) shared highp 4-component vector of float)
0:? 'fs' ( shared highp float)
0:? 'arrX' ( global 2-element array of highp int)
0:? 'arrY' ( global 1-element array of highp int)
0:? 'arrZ' ( global 4096-element array of highp int)
0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:? 'v' ( buffer highp 4-component vector of float)
0:? 'us2dbad' ( uniform mediump usampler2D)
0:? 'us2d' ( uniform highp usampler2D)
0:? 'ii2dabad' ( uniform highp iimage2DArray)
0:? 'ii2da' ( writeonly uniform highp iimage2DArray)
0:? 'iimg2D' (layout( r32i) uniform highp iimage2D)
0:? 'iimg2Drgba' (layout( rgba32i) readonly uniform highp iimage2D)
0:? 'img2Drgba' (layout( rgba32f) readonly uniform mediump image2D)
0:? 'uimg2D' (layout( r32ui) uniform mediump uimage2D)
0:? 'vol' ( volatile temp highp float)
0:? 'vol2' ( readonly temp highp int)
0:? 'qualim1' (layout( r32i) coherent readonly uniform highp iimage2D)
0:? 'qualim2' (layout( r32i) coherent restrict readonly uniform highp iimage2D)
0:? 'i1bad' (layout( rg8i) readonly uniform highp uimage2D)
0:? 'i2bad' (layout( rgba32i) readonly uniform highp image2D)
0:? 'i3bad' (layout( rgba32f) readonly uniform highp uimage2D)
0:? 'i4bad' (layout( r8_snorm) readonly uniform highp iimage2D)
0:? 'i5bad' (layout( rgba32ui) readonly uniform highp iimage2D)
0:? 'i6bad' (layout( r8ui) readonly uniform highp iimage2D)
0:? 'counter' (layout( binding=0 offset=0) uniform highp atomic_uint)
0:? 'counterBad' (layout( binding=1) uniform mediump atomic_uint)
0:? 'countArr' (layout( binding=2 offset=4) uniform 4-element array of highp atomic_uint)
0:? 'i' ( uniform highp int)
0:? 'atomi' ( shared highp int)
0:? 'atomu' ( shared highp uint)
0:? 'pfoo' ( noContraction temp highp int)
0:? 'dm' ( global 2X4 matrix of double)
0:? 'sca' ( uniform mediump samplerCubeArray)
0:? 'i2dr' ( uniform mediump iimage2DRect)
0:? 'i2dms' ( uniform highp image2DMS)
0:? 'u2dmsa' ( uniform mediump uimage2DMSArray)
0:? 'okay1' (layout( r32f) coherent volatile restrict readonly writeonly uniform highp image2D)
0:? 'okay2' (layout( r32i) coherent volatile restrict readonly uniform highp iimage2D)
0:? 'okay3' (layout( r32ui) coherent volatile restrict writeonly uniform highp uimage2D)
0:? 'okay4' (layout( r32f) coherent volatile restrict uniform highp image2D)
0:? 'badQ1' (layout( rgba32f) coherent volatile restrict uniform highp image2D)
0:? 'badQ2' (layout( rgba8i) coherent volatile restrict uniform highp iimage2D)
0:? 'badQ3' (layout( rgba16ui) coherent volatile restrict uniform highp uimage2D)
0:? 'wo' (layout( column_major shared) writeonly buffer block{layout( column_major shared) buffer highp int value, layout( column_major shared) buffer unsized 3-element array of highp float values})
0:? 'multio' (layout( column_major shared) buffer block{layout( column_major shared) readonly buffer highp int value, layout( column_major shared) writeonly buffer unsized 1-element array of highp float values})
0:? 'inbi' ( in block{ in highp int a})
0:? 'outbi' ( out block{ out highp int a})
0:? 't__' ( global highp float)
0:? 'arr' ( shared 2-element array of 3-element array of 4-element array of highp 4-component vector of float)

File diff suppressed because it is too large Load Diff

View File

@ -1,277 +0,0 @@
310.geom
ERROR: 0:29: 'fromVertex' : block instance name redefinition
ERROR: 0:33: 'fromVertex' : redefinition
ERROR: 0:35: 'fooC' : block instance name redefinition
ERROR: 0:43: 'EmitStreamVertex' : no matching overloaded function found
ERROR: 0:44: 'EndStreamPrimitive' : no matching overloaded function found
ERROR: 0:47: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:47: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'gl_ClipDistance' : no such field in structure
ERROR: 0:48: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:47: 'assign' : l-value required (can't modify a const)
ERROR: 0:55: 'selecting output stream' : not supported with this profile: es
ERROR: 0:62: 'max_vertices' : too large, must be less than gl_MaxGeometryOutputVertices
ERROR: 0:62: 'max_vertices' : cannot change previously set layout value
ERROR: 0:63: 'max_vertices' : can only apply to a standalone qualifier
ERROR: 0:68: 'points' : cannot change previously set output primitive
ERROR: 0:69: 'points' : cannot change previously set output primitive
ERROR: 0:70: 'triangle_strip' : cannot apply to input
ERROR: 0:71: 'triangle_strip' : cannot apply to: uniform
ERROR: 0:72: 'triangle_strip' : can only apply to a standalone qualifier
ERROR: 0:73: 'triangle_strip' : can only apply to a standalone qualifier
ERROR: 0:74: 'invocations' : can only apply to a standalone qualifier
ERROR: 0:76: 'invocations' : can only apply to a standalone qualifier
ERROR: 0:77: 'max_vertices' : can only apply to a standalone qualifier
ERROR: 0:78: 'triangle_strip' : can only apply to a standalone qualifier
ERROR: 0:81: 'lines' : cannot apply to 'out'
ERROR: 0:83: 'triangles' : cannot change previously set input primitive
ERROR: 0:84: 'triangles_adjacency' : cannot change previously set input primitive
ERROR: 0:116: 'gl_ViewportIndex' : undeclared identifier
ERROR: 0:117: 'gl_MaxViewports' : undeclared identifier
ERROR: 0:123: 'lines_adjacency' : inconsistent input primitive for array size of explArrayBad
ERROR: 0:124: 'in' : type must be an array: nonArrayed
ERROR: 0:128: 'sample' : Reserved word.
ERROR: 0:132: 'component' : not supported with this profile: es
ERROR: 0:136: 'gl_MaxGeometryVaryingComponents' : undeclared identifier
ERROR: 0:137: 'gl_VerticesIn' : undeclared identifier
ERROR: 0:142: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_geometry_point_size
GL_OES_geometry_point_size
ERROR: 0:143: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_geometry_point_size
GL_OES_geometry_point_size
ERROR: 37 compilation errors. No code generated.
Shader version: 310
Requested GL_EXT_geometry_shader
Requested GL_EXT_shader_io_blocks
Requested GL_OES_geometry_point_size
invocations = 4
max_vertices = 200
input primitive = lines_adjacency
output primitive = triangle_strip
ERROR: node is still EOpNull!
0:39 Function Definition: main( ( global void)
0:39 Function Parameters:
0:41 Sequence
0:41 EmitVertex ( global void)
0:42 EndPrimitive ( global void)
0:43 Constant:
0:43 0.000000
0:44 Constant:
0:44 0.000000
0:46 move second child to first child ( temp mediump 3-component vector of float)
0:46 color: direct index for structure (layout( stream=0) out mediump 3-component vector of float)
0:46 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color})
0:46 Constant:
0:46 0 (const uint)
0:46 color: direct index for structure ( in mediump 3-component vector of float)
0:46 direct index ( temp block{ in mediump 3-component vector of float color})
0:46 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color})
0:46 Constant:
0:46 0 (const int)
0:46 Constant:
0:46 0 (const int)
0:47 move second child to first child ( temp float)
0:47 Constant:
0:47 0.000000
0:48 Constant:
0:48 0.000000
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 gl_Position: direct index for structure (layout( stream=0) gl_Position highp 4-component vector of float Position)
0:49 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize})
0:49 Constant:
0:49 0 (const uint)
0:49 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:49 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:49 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:49 Constant:
0:49 0 (const int)
0:49 Constant:
0:49 0 (const int)
0:51 move second child to first child ( temp highp int)
0:51 'gl_PrimitiveID' (layout( stream=0) out highp int PrimitiveID)
0:51 'gl_PrimitiveIDIn' ( in highp int PrimitiveID)
0:52 move second child to first child ( temp highp int)
0:52 'gl_Layer' (layout( stream=0) out highp int Layer)
0:52 Constant:
0:52 2 (const int)
0:63 Function Definition: foo(i1; ( global void)
0:63 Function Parameters:
0:63 'a' ( in highp int)
0:65 Sequence
0:65 move second child to first child ( temp mediump 4-component vector of float)
0:65 a: direct index for structure (layout( stream=0) out mediump 4-component vector of float)
0:65 'ouuaa6' (layout( stream=0) out block{layout( stream=0) out mediump 4-component vector of float a})
0:65 Constant:
0:65 0 (const int)
0:65 Constant:
0:65 1.000000
0:65 1.000000
0:65 1.000000
0:65 1.000000
0:114 Function Definition: fooe1( ( global void)
0:114 Function Parameters:
0:116 Sequence
0:116 'gl_ViewportIndex' ( temp float)
0:117 'gl_MaxViewports' ( temp float)
0:118 Constant:
0:118 4 (const int)
0:119 Sequence
0:119 move second child to first child ( temp highp int)
0:119 'inv' ( temp highp int)
0:119 'gl_InvocationID' ( in highp int InvocationID)
0:134 Function Definition: notHere( ( global void)
0:134 Function Parameters:
0:136 Sequence
0:136 'gl_MaxGeometryVaryingComponents' ( temp float)
0:137 'gl_VerticesIn' ( temp float)
0:140 Function Definition: pointSize1( ( global void)
0:140 Function Parameters:
0:142 Sequence
0:142 Sequence
0:142 move second child to first child ( temp highp float)
0:142 'ps' ( temp highp float)
0:142 gl_PointSize: direct index for structure ( in highp float PointSize)
0:142 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:142 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:142 Constant:
0:142 3 (const int)
0:142 Constant:
0:142 1 (const int)
0:143 move second child to first child ( temp highp float)
0:143 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize highp float PointSize)
0:143 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize})
0:143 Constant:
0:143 1 (const uint)
0:143 'ps' ( temp highp float)
0:148 Function Definition: pointSize2( ( global void)
0:148 Function Parameters:
0:150 Sequence
0:150 Sequence
0:150 move second child to first child ( temp highp float)
0:150 'ps' ( temp highp float)
0:150 gl_PointSize: direct index for structure ( in highp float PointSize)
0:150 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:150 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:150 Constant:
0:150 3 (const int)
0:150 Constant:
0:150 1 (const int)
0:151 move second child to first child ( temp highp float)
0:151 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize highp float PointSize)
0:151 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize})
0:151 Constant:
0:151 1 (const uint)
0:151 'ps' ( temp highp float)
0:? Linker Objects
0:? 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color})
0:? 'nonBlockUnsized' ( in 4-element array of mediump 4-component vector of float)
0:? 'toF' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color})
0:? 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:? 'ov4' (layout( stream=4) out mediump 4-component vector of float)
0:? 'ouuaa6' (layout( stream=0) out block{layout( stream=0) out mediump 4-component vector of float a})
0:? 'badv4' (layout( stream=0) out mediump 4-component vector of float)
0:? 'bad2v4' ( in 4-element array of mediump 4-component vector of float)
0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) out highp int a})
0:? 'outbi' (layout( stream=0) out block{layout( stream=0) out highp int a, layout( stream=0) out highp int b, layout( stream=0) out highp int c})
0:? 'insn' ( in 4-element array of block{ in highp int a15})
0:? 'anon@2' (layout( stream=0) out block{layout( stream=0) out mediump float f15})
0:? 'anon@3' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15})
0:? 'summ' ( const highp int)
0:? 2752 (const int)
0:? 'explArray' ( in 4-element array of mediump 4-component vector of float)
0:? 'explArrayBad' ( in 5-element array of mediump 4-component vector of float)
0:? 'nonArrayed' ( in mediump 4-component vector of float)
0:? 'myColor1' (layout( stream=0) flat out mediump 3-component vector of float)
0:? 'myColor2' (layout( stream=0) centroid out mediump 3-component vector of float)
0:? 'centr' ( centroid in 4-element array of mediump 3-component vector of float)
0:? 'perSampleColor' (layout( stream=0) sample out mediump 4-component vector of float)
0:? 'comp' (layout( location=7 component=2) in 4-element array of mediump float)
Linked geometry stage:
Shader version: 310
Requested GL_EXT_geometry_shader
Requested GL_EXT_shader_io_blocks
Requested GL_OES_geometry_point_size
invocations = 4
max_vertices = 200
input primitive = lines_adjacency
output primitive = triangle_strip
ERROR: node is still EOpNull!
0:39 Function Definition: main( ( global void)
0:39 Function Parameters:
0:41 Sequence
0:41 EmitVertex ( global void)
0:42 EndPrimitive ( global void)
0:43 Constant:
0:43 0.000000
0:44 Constant:
0:44 0.000000
0:46 move second child to first child ( temp mediump 3-component vector of float)
0:46 color: direct index for structure (layout( stream=0) out mediump 3-component vector of float)
0:46 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color})
0:46 Constant:
0:46 0 (const uint)
0:46 color: direct index for structure ( in mediump 3-component vector of float)
0:46 direct index ( temp block{ in mediump 3-component vector of float color})
0:46 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color})
0:46 Constant:
0:46 0 (const int)
0:46 Constant:
0:46 0 (const int)
0:47 move second child to first child ( temp float)
0:47 Constant:
0:47 0.000000
0:48 Constant:
0:48 0.000000
0:49 move second child to first child ( temp highp 4-component vector of float)
0:49 gl_Position: direct index for structure (layout( stream=0) gl_Position highp 4-component vector of float Position)
0:49 'anon@1' (layout( stream=0) out block{layout( stream=0) gl_Position highp 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize highp float PointSize gl_PointSize})
0:49 Constant:
0:49 0 (const uint)
0:49 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:49 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:49 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:49 Constant:
0:49 0 (const int)
0:49 Constant:
0:49 0 (const int)
0:51 move second child to first child ( temp highp int)
0:51 'gl_PrimitiveID' (layout( stream=0) out highp int PrimitiveID)
0:51 'gl_PrimitiveIDIn' ( in highp int PrimitiveID)
0:52 move second child to first child ( temp highp int)
0:52 'gl_Layer' (layout( stream=0) out highp int Layer)
0:52 Constant:
0:52 2 (const int)
0:? Linker Objects
0:? 'fromV' ( in 4-element array of block{ in mediump 3-component vector of float color})
0:? 'nonBlockUnsized' ( in 4-element array of mediump 4-component vector of float)
0:? 'toF' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out mediump 3-component vector of float color})
0:? 'gl_in' ( in 4-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize})
0:? 'ov4' (layout( stream=4) out mediump 4-component vector of float)
0:? 'ouuaa6' (layout( stream=0) out block{layout( stream=0) out mediump 4-component vector of float a})
0:? 'badv4' (layout( stream=0) out mediump 4-component vector of float)
0:? 'bad2v4' ( in 4-element array of mediump 4-component vector of float)
0:? 'anon@1' (layout( stream=0) out block{layout( stream=0) out highp int a})
0:? 'outbi' (layout( stream=0) out block{layout( stream=0) out highp int a, layout( stream=0) out highp int b, layout( stream=0) out highp int c})
0:? 'insn' ( in 4-element array of block{ in highp int a15})
0:? 'anon@2' (layout( stream=0) out block{layout( stream=0) out mediump float f15})
0:? 'anon@3' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b15})
0:? 'summ' ( const highp int)
0:? 2752 (const int)
0:? 'explArray' ( in 4-element array of mediump 4-component vector of float)
0:? 'explArrayBad' ( in 5-element array of mediump 4-component vector of float)
0:? 'nonArrayed' ( in mediump 4-component vector of float)
0:? 'myColor1' (layout( stream=0) flat out mediump 3-component vector of float)
0:? 'myColor2' (layout( stream=0) centroid out mediump 3-component vector of float)
0:? 'centr' ( centroid in 4-element array of mediump 3-component vector of float)
0:? 'perSampleColor' (layout( stream=0) sample out mediump 4-component vector of float)
0:? 'comp' (layout( location=7 component=2) in 4-element array of mediump float)

View File

@ -1,542 +0,0 @@
310.tesc
ERROR: 0:8: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:9: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:10: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:12: 'patch' : can only use on output in tessellation-control shader
ERROR: 0:26: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:27: 'gl_ClipDistance' : no such field in structure
ERROR: 0:27: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:34: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:35: 'gl_ClipDistance' : no such field in structure
ERROR: 0:35: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'assign' : l-value required (can't modify a const)
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:43: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:48: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:53: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:56: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:63: '' : tessellation control barrier() cannot be placed after a return from main()
ERROR: 0:66: 'vertices' : can only apply to 'out'
ERROR: 0:67: 'vertices' : cannot change previously set layout value
ERROR: 0:71: '[' : array index out of range '4'
ERROR: 0:73: '' : tessellation control barrier() must be in main()
ERROR: 0:76: 'in' : type must be an array: ina
ERROR: 0:78: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:80: '' : array size required
ERROR: 0:86: 'location' : overlapping use of location 4
ERROR: 0:90: 'location' : overlapping use of location 4
ERROR: 0:94: 'precise' : Reserved word.
ERROR: 0:94: 'precise' : not supported for this version or the enabled extensions
ERROR: 0:95: 'fma' : required extension not requested: Possible extensions include:
GL_EXT_gpu_shader5
GL_OES_gpu_shader5
ERROR: 0:104: 'sample' : Reserved word.
ERROR: 0:106: 'vertices' : can only apply to a standalone qualifier
ERROR: 0:107: 'vertices' : inconsistent output number of vertices for array size of misSized
ERROR: 0:133: 'gl_BoundingBoxOES' : required extension not requested: Possible extensions include:
GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box
ERROR: 0:142: '[' : array index out of range '2'
ERROR: 0:145: '' : array size required
ERROR: 0:161: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 0:162: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 0:165: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 38 compilation errors. No code generated.
Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_OES_gpu_shader5
Requested GL_OES_primitive_bounding_box
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Barrier ( global void)
0:19 Sequence
0:19 move second child to first child ( temp highp int)
0:19 'a' ( temp highp int)
0:19 Constant:
0:19 5392 (const int)
0:25 Sequence
0:25 move second child to first child ( temp highp 4-component vector of float)
0:25 'p' ( temp highp 4-component vector of float)
0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp highp float)
0:26 'ps' ( temp highp float)
0:26 gl_PointSize: direct index for structure ( in highp float PointSize)
0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp highp float)
0:27 'cd' ( temp highp float)
0:27 Constant:
0:27 0.000000
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'pvi' ( temp highp int)
0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:30 Sequence
0:30 move second child to first child ( temp highp int)
0:30 'pid' ( temp highp int)
0:30 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'iid' ( temp highp int)
0:31 'gl_InvocationID' ( in highp int InvocationID)
0:33 move second child to first child ( temp highp 4-component vector of float)
0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_InvocationID' ( in highp int InvocationID)
0:33 Constant:
0:33 0 (const int)
0:33 'p' ( temp highp 4-component vector of float)
0:34 move second child to first child ( temp highp float)
0:34 gl_PointSize: direct index for structure ( out highp float PointSize)
0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_InvocationID' ( in highp int InvocationID)
0:34 Constant:
0:34 1 (const int)
0:34 'ps' ( temp highp float)
0:35 move second child to first child ( temp highp float)
0:35 Constant:
0:35 0.000000
0:35 'cd' ( temp highp float)
0:37 move second child to first child ( temp highp float)
0:37 direct index ( patch temp highp float TessLevelOuter)
0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:37 Constant:
0:37 3 (const int)
0:37 Constant:
0:37 3.200000
0:38 move second child to first child ( temp highp float)
0:38 direct index ( patch temp highp float TessLevelInner)
0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:38 Constant:
0:38 1 (const int)
0:38 Constant:
0:38 1.300000
0:40 Test condition and select ( temp void)
0:40 Condition
0:40 Compare Greater Than ( temp bool)
0:40 'a' ( temp highp int)
0:40 Constant:
0:40 10 (const int)
0:40 true case
0:41 Barrier ( global void)
0:40 false case
0:43 Barrier ( global void)
0:45 Barrier ( global void)
0:49 Loop with condition not tested first
0:49 Loop Condition
0:49 Compare Greater Than ( temp bool)
0:49 'a' ( temp highp int)
0:49 Constant:
0:49 10 (const int)
0:49 Loop Body
0:48 Sequence
0:48 Barrier ( global void)
0:51 switch
0:51 condition
0:51 'a' ( temp highp int)
0:51 body
0:51 Sequence
0:52 default:
0:? Sequence
0:53 Barrier ( global void)
0:54 Branch: Break
0:56 Test condition and select ( temp highp int)
0:56 Condition
0:56 Compare Less Than ( temp bool)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 12 (const int)
0:56 true case
0:56 'a' ( temp highp int)
0:56 false case
0:56 Comma ( temp highp int)
0:56 Barrier ( global void)
0:56 'a' ( temp highp int)
0:58 Sequence
0:58 Barrier ( global void)
0:61 Branch: Return
0:63 Barrier ( global void)
0:69 Function Definition: foo( ( global void)
0:69 Function Parameters:
0:71 Sequence
0:71 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:71 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:71 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:71 Constant:
0:71 4 (const int)
0:71 Constant:
0:71 0 (const int)
0:73 Barrier ( global void)
0:92 Function Definition: foop( ( global void)
0:92 Function Parameters:
0:? Sequence
0:95 move second child to first child ( temp highp float)
0:95 'd' ( noContraction temp highp float)
0:95 fma ( global highp float)
0:95 'd' ( noContraction temp highp float)
0:95 'd' ( noContraction temp highp float)
0:95 'd' ( noContraction temp highp float)
0:112 Function Definition: pointSize2( ( global void)
0:112 Function Parameters:
0:114 Sequence
0:114 Sequence
0:114 move second child to first child ( temp highp float)
0:114 'ps' ( temp highp float)
0:114 gl_PointSize: direct index for structure ( in highp float PointSize)
0:114 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:114 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:114 Constant:
0:114 1 (const int)
0:114 Constant:
0:114 1 (const int)
0:115 move second child to first child ( temp highp float)
0:115 gl_PointSize: direct index for structure ( out highp float PointSize)
0:115 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:115 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:115 'gl_InvocationID' ( in highp int InvocationID)
0:115 Constant:
0:115 1 (const int)
0:115 'ps' ( temp highp float)
0:122 Function Definition: goodfoop( ( global void)
0:122 Function Parameters:
0:? Sequence
0:126 multiply second child into first child ( temp highp 3-component vector of float)
0:126 'pv3' ( noContraction temp highp 3-component vector of float)
0:126 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 move second child to first child ( temp highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 fma ( global highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:128 move second child to first child ( temp highp float)
0:128 'd' ( noContraction temp highp float)
0:128 fma ( global highp float)
0:128 'd' ( noContraction temp highp float)
0:128 'd' ( noContraction temp highp float)
0:128 'd' ( noContraction temp highp float)
0:131 Function Definition: bbBad( ( global void)
0:131 Function Parameters:
0:133 Sequence
0:133 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:138 Function Definition: bb( ( global void)
0:138 Function Parameters:
0:140 Sequence
0:140 move second child to first child ( temp highp 4-component vector of float)
0:140 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:140 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:140 Constant:
0:140 0 (const int)
0:140 Constant:
0:140 0.000000
0:140 0.000000
0:140 0.000000
0:140 0.000000
0:141 move second child to first child ( temp highp 4-component vector of float)
0:141 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:141 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:141 Constant:
0:141 1 (const int)
0:141 Constant:
0:141 1.000000
0:141 1.000000
0:141 1.000000
0:141 1.000000
0:142 move second child to first child ( temp highp 4-component vector of float)
0:142 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:142 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:142 Constant:
0:142 2 (const int)
0:142 Constant:
0:142 2.000000
0:142 2.000000
0:142 2.000000
0:142 2.000000
0:153 Function Definition: outputtingOutparam(i1; ( global void)
0:153 Function Parameters:
0:153 'a' ( out highp int)
0:155 Sequence
0:155 move second child to first child ( temp highp int)
0:155 'a' ( out highp int)
0:155 Constant:
0:155 2 (const int)
0:158 Function Definition: outputting( ( global void)
0:158 Function Parameters:
0:160 Sequence
0:160 move second child to first child ( temp highp int)
0:160 indirect index ( temp highp int)
0:160 'outa' ( out 4-element array of highp int)
0:160 'gl_InvocationID' ( in highp int InvocationID)
0:160 Constant:
0:160 2 (const int)
0:161 move second child to first child ( temp highp int)
0:161 direct index ( temp highp int)
0:161 'outa' ( out 4-element array of highp int)
0:161 Constant:
0:161 1 (const int)
0:161 Constant:
0:161 2 (const int)
0:162 move second child to first child ( temp highp 4-component vector of float)
0:162 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:162 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:162 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:162 Constant:
0:162 0 (const int)
0:162 Constant:
0:162 0 (const int)
0:162 Constant:
0:162 1.000000
0:162 1.000000
0:162 1.000000
0:162 1.000000
0:163 direct index ( temp highp int)
0:163 'outa' ( out 4-element array of highp int)
0:163 Constant:
0:163 1 (const int)
0:164 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:164 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:164 Constant:
0:164 0 (const int)
0:165 Function Call: outputtingOutparam(i1; ( global void)
0:165 direct index ( temp highp int)
0:165 'outa' ( out 4-element array of highp int)
0:165 Constant:
0:165 0 (const int)
0:166 Function Call: outputtingOutparam(i1; ( global void)
0:166 indirect index ( temp highp int)
0:166 'outa' ( out 4-element array of highp int)
0:166 'gl_InvocationID' ( in highp int InvocationID)
0:167 move second child to first child ( temp highp float)
0:167 f: direct index for structure ( out highp float)
0:167 direct index ( patch temp block{ out highp float f})
0:167 'patchIName' ( patch out 4-element array of block{ out highp float f})
0:167 Constant:
0:167 1 (const int)
0:167 Constant:
0:167 0 (const int)
0:167 Constant:
0:167 3.140000
0:168 move second child to first child ( temp highp int)
0:168 indirect index ( temp highp int)
0:168 'outa' ( out 4-element array of highp int)
0:168 'gl_InvocationID' ( in highp int InvocationID)
0:168 Constant:
0:168 2 (const int)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:? 'outa' ( out 4-element array of highp int)
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'implA' ( patch out unsized 1-element array of highp float)
0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch out block{ out highp int a})
0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:? 'badlay' ( out 4-element array of highp float)
0:? 'misSized' ( out 5-element array of highp float)
0:? 'okaySize' ( out 4-element array of highp float)
0:? 'pv3' ( noContraction temp highp 3-component vector of float)
0:? 'badpatchIName' ( patch out unsized 1-element array of block{ out highp float f})
0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})
Linked tessellation control stage:
Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_OES_gpu_shader5
Requested GL_OES_primitive_bounding_box
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Barrier ( global void)
0:19 Sequence
0:19 move second child to first child ( temp highp int)
0:19 'a' ( temp highp int)
0:19 Constant:
0:19 5392 (const int)
0:25 Sequence
0:25 move second child to first child ( temp highp 4-component vector of float)
0:25 'p' ( temp highp 4-component vector of float)
0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp highp float)
0:26 'ps' ( temp highp float)
0:26 gl_PointSize: direct index for structure ( in highp float PointSize)
0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp highp float)
0:27 'cd' ( temp highp float)
0:27 Constant:
0:27 0.000000
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'pvi' ( temp highp int)
0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:30 Sequence
0:30 move second child to first child ( temp highp int)
0:30 'pid' ( temp highp int)
0:30 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'iid' ( temp highp int)
0:31 'gl_InvocationID' ( in highp int InvocationID)
0:33 move second child to first child ( temp highp 4-component vector of float)
0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_InvocationID' ( in highp int InvocationID)
0:33 Constant:
0:33 0 (const int)
0:33 'p' ( temp highp 4-component vector of float)
0:34 move second child to first child ( temp highp float)
0:34 gl_PointSize: direct index for structure ( out highp float PointSize)
0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_InvocationID' ( in highp int InvocationID)
0:34 Constant:
0:34 1 (const int)
0:34 'ps' ( temp highp float)
0:35 move second child to first child ( temp highp float)
0:35 Constant:
0:35 0.000000
0:35 'cd' ( temp highp float)
0:37 move second child to first child ( temp highp float)
0:37 direct index ( patch temp highp float TessLevelOuter)
0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:37 Constant:
0:37 3 (const int)
0:37 Constant:
0:37 3.200000
0:38 move second child to first child ( temp highp float)
0:38 direct index ( patch temp highp float TessLevelInner)
0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:38 Constant:
0:38 1 (const int)
0:38 Constant:
0:38 1.300000
0:40 Test condition and select ( temp void)
0:40 Condition
0:40 Compare Greater Than ( temp bool)
0:40 'a' ( temp highp int)
0:40 Constant:
0:40 10 (const int)
0:40 true case
0:41 Barrier ( global void)
0:40 false case
0:43 Barrier ( global void)
0:45 Barrier ( global void)
0:49 Loop with condition not tested first
0:49 Loop Condition
0:49 Compare Greater Than ( temp bool)
0:49 'a' ( temp highp int)
0:49 Constant:
0:49 10 (const int)
0:49 Loop Body
0:48 Sequence
0:48 Barrier ( global void)
0:51 switch
0:51 condition
0:51 'a' ( temp highp int)
0:51 body
0:51 Sequence
0:52 default:
0:? Sequence
0:53 Barrier ( global void)
0:54 Branch: Break
0:56 Test condition and select ( temp highp int)
0:56 Condition
0:56 Compare Less Than ( temp bool)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 12 (const int)
0:56 true case
0:56 'a' ( temp highp int)
0:56 false case
0:56 Comma ( temp highp int)
0:56 Barrier ( global void)
0:56 'a' ( temp highp int)
0:58 Sequence
0:58 Barrier ( global void)
0:61 Branch: Return
0:63 Barrier ( global void)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:? 'outa' ( out 4-element array of highp int)
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'implA' ( patch out 1-element array of highp float)
0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch out block{ out highp int a})
0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:? 'badlay' ( out 4-element array of highp float)
0:? 'misSized' ( out 5-element array of highp float)
0:? 'okaySize' ( out 4-element array of highp float)
0:? 'pv3' ( noContraction temp highp 3-component vector of float)
0:? 'badpatchIName' ( patch out 1-element array of block{ out highp float f})
0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})

View File

@ -1,300 +0,0 @@
310.tese
ERROR: 0:7: 'vertices' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:9: 'triangles' : cannot change previously set input primitive
ERROR: 0:10: 'isolines' : cannot change previously set input primitive
ERROR: 0:12: 'ccw' : cannot change previously set vertex order
ERROR: 0:16: 'equal_spacing' : cannot change previously set vertex spacing
ERROR: 0:17: 'fractional_even_spacing' : cannot change previously set vertex spacing
ERROR: 0:22: 'patch' : can only use on input in tessellation-evaluation shader
ERROR: 0:26: 'barrier' : no matching overloaded function found
ERROR: 0:37: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:38: 'gl_ClipDistance' : no such field in structure
ERROR: 0:38: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:47: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:48: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector
ERROR: 0:48: 'assign' : l-value required (can't modify a const)
ERROR: 0:51: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:52: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:53: 'noperspective' : Reserved word.
ERROR: 0:53: 'noperspective' : not supported for this version or the enabled extensions
ERROR: 0:53: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:54: 'sample' : Reserved word.
ERROR: 0:54: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:63: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 0:68: 'quads' : cannot apply to 'out'
ERROR: 0:68: 'cw' : can only apply to 'in'
ERROR: 0:69: 'triangles' : cannot apply to 'out'
ERROR: 0:70: 'isolines' : cannot apply to 'out'
ERROR: 0:71: 'cw' : can only apply to 'in'
ERROR: 0:72: 'fractional_odd_spacing' : can only apply to 'in'
ERROR: 0:73: 'equal_spacing' : can only apply to 'in'
ERROR: 0:74: 'fractional_even_spacing' : can only apply to 'in'
ERROR: 0:75: 'point_mode' : can only apply to 'in'
ERROR: 0:77: 'in' : type must be an array: ina
ERROR: 0:79: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:82: 'in' : type must be an array: bla
ERROR: 0:90: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:100: 'location' : overlapping use of location 24
ERROR: 0:103: 'location' : overlapping use of location 24
ERROR: 0:105: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved
ERROR: 0:113: 'sample' : Reserved word.
ERROR: 0:119: 'gl_PointSize' : no such field in structure
ERROR: 0:119: '=' : cannot convert from ' temp block{ in highp 4-component vector of float Position gl_Position}' to ' temp highp float'
ERROR: 0:127: 'gl_BoundingBoxOES' : undeclared identifier
ERROR: 43 compilation errors. No code generated.
Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_primitive_bounding_box
Requested GL_EXT_shader_io_blocks
Requested GL_EXT_tessellation_shader
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:24 Function Definition: main( ( global void)
0:24 Function Parameters:
0:26 Sequence
0:26 Constant:
0:26 0.000000
0:28 Sequence
0:28 move second child to first child ( temp highp int)
0:28 'a' ( temp highp int)
0:28 Constant:
0:28 1512 (const int)
0:36 Sequence
0:36 move second child to first child ( temp highp 4-component vector of float)
0:36 'p' ( temp highp 4-component vector of float)
0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 0 (const int)
0:37 Sequence
0:37 move second child to first child ( temp highp float)
0:37 'ps' ( temp highp float)
0:37 gl_PointSize: direct index for structure ( in highp float PointSize)
0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:37 Constant:
0:37 1 (const int)
0:37 Constant:
0:37 1 (const int)
0:38 Sequence
0:38 move second child to first child ( temp highp float)
0:38 'cd' ( temp highp float)
0:38 Constant:
0:38 0.000000
0:40 Sequence
0:40 move second child to first child ( temp highp int)
0:40 'pvi' ( temp highp int)
0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:41 Sequence
0:41 move second child to first child ( temp highp int)
0:41 'pid' ( temp highp int)
0:41 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:42 Sequence
0:42 move second child to first child ( temp highp 3-component vector of float)
0:42 'tc' ( temp highp 3-component vector of float)
0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
0:43 Sequence
0:43 move second child to first child ( temp highp float)
0:43 'tlo' ( temp highp float)
0:43 direct index ( patch temp highp float TessLevelOuter)
0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
0:43 Constant:
0:43 3 (const int)
0:44 Sequence
0:44 move second child to first child ( temp highp float)
0:44 'tli' ( temp highp float)
0:44 direct index ( patch temp highp float TessLevelInner)
0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
0:44 Constant:
0:44 1 (const int)
0:46 move second child to first child ( temp highp 4-component vector of float)
0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:46 Constant:
0:46 0 (const uint)
0:46 'p' ( temp highp 4-component vector of float)
0:47 move second child to first child ( temp highp float)
0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:47 Constant:
0:47 1 (const uint)
0:47 'ps' ( temp highp float)
0:48 move second child to first child ( temp highp float)
0:48 Constant:
0:48 0.000000
0:48 'cd' ( temp highp float)
0:117 Function Definition: pointSize2( ( global void)
0:117 Function Parameters:
0:? Sequence
0:120 move second child to first child ( temp highp float)
0:120 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:120 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:120 Constant:
0:120 1 (const uint)
0:120 'ps' ( temp highp float)
0:125 Function Definition: bbbad( ( global void)
0:125 Function Parameters:
0:127 Sequence
0:127 'gl_BoundingBoxOES' ( temp float)
0:? Linker Objects
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'badp1' ( smooth patch in highp 4-component vector of float)
0:? 'badp2' ( flat patch in highp 4-component vector of float)
0:? 'badp3' ( noperspective patch in highp 4-component vector of float)
0:? 'badp4' ( patch sample in highp 3-component vector of float)
0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'bla' ( in block{ in highp int f})
0:? 'blb' ( in 32-element array of block{ in highp int f})
0:? 'blc' ( in 32-element array of block{ in highp int f})
0:? 'bld' ( in 32-element array of block{ in highp int f})
0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch in block{ in highp int a})
0:? 'myColor2' ( centroid out highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out highp 4-component vector of float)
Linked tessellation evaluation stage:
Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_primitive_bounding_box
Requested GL_EXT_shader_io_blocks
Requested GL_EXT_tessellation_shader
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:24 Function Definition: main( ( global void)
0:24 Function Parameters:
0:26 Sequence
0:26 Constant:
0:26 0.000000
0:28 Sequence
0:28 move second child to first child ( temp highp int)
0:28 'a' ( temp highp int)
0:28 Constant:
0:28 1512 (const int)
0:36 Sequence
0:36 move second child to first child ( temp highp 4-component vector of float)
0:36 'p' ( temp highp 4-component vector of float)
0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 0 (const int)
0:37 Sequence
0:37 move second child to first child ( temp highp float)
0:37 'ps' ( temp highp float)
0:37 gl_PointSize: direct index for structure ( in highp float PointSize)
0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:37 Constant:
0:37 1 (const int)
0:37 Constant:
0:37 1 (const int)
0:38 Sequence
0:38 move second child to first child ( temp highp float)
0:38 'cd' ( temp highp float)
0:38 Constant:
0:38 0.000000
0:40 Sequence
0:40 move second child to first child ( temp highp int)
0:40 'pvi' ( temp highp int)
0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:41 Sequence
0:41 move second child to first child ( temp highp int)
0:41 'pid' ( temp highp int)
0:41 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:42 Sequence
0:42 move second child to first child ( temp highp 3-component vector of float)
0:42 'tc' ( temp highp 3-component vector of float)
0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
0:43 Sequence
0:43 move second child to first child ( temp highp float)
0:43 'tlo' ( temp highp float)
0:43 direct index ( patch temp highp float TessLevelOuter)
0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
0:43 Constant:
0:43 3 (const int)
0:44 Sequence
0:44 move second child to first child ( temp highp float)
0:44 'tli' ( temp highp float)
0:44 direct index ( patch temp highp float TessLevelInner)
0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
0:44 Constant:
0:44 1 (const int)
0:46 move second child to first child ( temp highp 4-component vector of float)
0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:46 Constant:
0:46 0 (const uint)
0:46 'p' ( temp highp 4-component vector of float)
0:47 move second child to first child ( temp highp float)
0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:47 Constant:
0:47 1 (const uint)
0:47 'ps' ( temp highp float)
0:48 move second child to first child ( temp highp float)
0:48 Constant:
0:48 0.000000
0:48 'cd' ( temp highp float)
0:? Linker Objects
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'badp1' ( smooth patch in highp 4-component vector of float)
0:? 'badp2' ( flat patch in highp 4-component vector of float)
0:? 'badp3' ( noperspective patch in highp 4-component vector of float)
0:? 'badp4' ( patch sample in highp 3-component vector of float)
0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'bla' ( in block{ in highp int f})
0:? 'blb' ( in 32-element array of block{ in highp int f})
0:? 'blc' ( in 32-element array of block{ in highp int f})
0:? 'bld' ( in 32-element array of block{ in highp int f})
0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch in block{ in highp int a})
0:? 'myColor2' ( centroid out highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out highp 4-component vector of float)

File diff suppressed because it is too large Load Diff

View File

@ -1,394 +0,0 @@
310AofA.vert
ERROR: 0:17: '' : array size required
ERROR: 0:23: '' : array size required
ERROR: 0:28: '[]' : only outermost dimension of an array of arrays can be implicitly sized
ERROR: 0:40: '' : array size required
ERROR: 0:48: 'constructor' : constructing non-array constituent from array argument
ERROR: 0:49: 'constructor' : array constructor argument not correct type to construct array element
ERROR: 0:62: '[' : array index out of range '4'
ERROR: 0:78: 'assign' : cannot convert from ' global 4-element array of 7-element array of highp float' to ' global 5-element array of 7-element array of highp float'
ERROR: 0:79: 'assign' : cannot convert from ' global 4-element array of 7-element array of highp float' to ' global unsized 1-element array of 7-element array of highp float'
ERROR: 0:81: 'foo' : no matching overloaded function found
ERROR: 0:86: '==' : wrong operand types: no operation '==' exists that takes a left-hand operand of type ' global 4-element array of 7-element array of highp float' and a right operand of type ' global 5-element array of 7-element array of highp float' (or there is no acceptable conversion)
ERROR: 0:90: '[' : array index out of range '5'
ERROR: 0:94: '[' : index out of range '-1'
ERROR: 0:96: 'assign' : cannot convert from ' temp 3-element array of highp 4-component vector of float' to 'layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float'
ERROR: 0:103: '' : array size required
ERROR: 0:104: '' : array size required
ERROR: 0:105: '' : array size required
ERROR: 0:106: '' : array size required
ERROR: 0:107: '' : array size required
ERROR: 0:110: 'vertex input arrays' : not supported with this profile: es
ERROR: 0:111: 'vertex-shader array-of-array output' : not supported with this profile: es
ERROR: 0:113: 'array-of-array of block' : not supported with this profile: es
ERROR: 22 compilation errors. No code generated.
Shader version: 310
ERROR: node is still EOpNull!
0:8 Function Definition: f(b1;f1;u1[4];i1[3][2]; ( global void)
0:8 Function Parameters:
0:8 'a' ( in bool)
0:8 'b' ( in highp float)
0:8 'c' ( in 4-element array of highp uint)
0:8 'd' ( in 3-element array of 2-element array of highp int)
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:? Sequence
0:13 Function Call: f(b1;f1;u1[4];i1[3][2]; ( global void)
0:13 Constant:
0:13 false (const bool)
0:13 Constant:
0:13 12.100000
0:13 Constant:
0:13 0 (const uint)
0:13 1 (const uint)
0:13 1 (const uint)
0:13 2 (const uint)
0:13 'd' ( temp 3-element array of 2-element array of highp int)
0:44 Function Definition: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float)
0:44 Function Parameters:
0:44 'a' ( in 5-element array of 7-element array of highp float)
0:? Sequence
0:47 move second child to first child ( temp 7-element array of highp float)
0:47 'r' ( temp 7-element array of highp float)
0:47 direct index ( temp 7-element array of highp float)
0:47 'a' ( in 5-element array of 7-element array of highp float)
0:47 Constant:
0:47 2 (const int)
0:48 Constant:
0:48 0.000000
0:49 Constant:
0:49 0.000000
0:50 Branch: Return with expression
0:50 Construct float ( temp 4-element array of 7-element array of float)
0:50 direct index ( temp 7-element array of highp float)
0:50 'a' ( in 5-element array of 7-element array of highp float)
0:50 Constant:
0:50 0 (const int)
0:50 direct index ( temp 7-element array of highp float)
0:50 'a' ( in 5-element array of 7-element array of highp float)
0:50 Constant:
0:50 1 (const int)
0:50 'r' ( temp 7-element array of highp float)
0:50 direct index ( temp 7-element array of highp float)
0:50 'a' ( in 5-element array of 7-element array of highp float)
0:50 Constant:
0:50 3 (const int)
0:51 Branch: Return with expression
0:51 Construct float ( temp 4-element array of 7-element array of float)
0:51 direct index ( temp 7-element array of highp float)
0:51 'a' ( in 5-element array of 7-element array of highp float)
0:51 Constant:
0:51 0 (const int)
0:51 direct index ( temp 7-element array of highp float)
0:51 'a' ( in 5-element array of 7-element array of highp float)
0:51 Constant:
0:51 1 (const int)
0:51 'r' ( temp 7-element array of highp float)
0:51 direct index ( temp 7-element array of highp float)
0:51 'a' ( in 5-element array of 7-element array of highp float)
0:51 Constant:
0:51 3 (const int)
0:52 Branch: Return with expression
0:52 Construct float ( temp 4-element array of 7-element array of float)
0:52 direct index ( temp 7-element array of highp float)
0:52 'a' ( in 5-element array of 7-element array of highp float)
0:52 Constant:
0:52 0 (const int)
0:52 direct index ( temp 7-element array of highp float)
0:52 'a' ( in 5-element array of 7-element array of highp float)
0:52 Constant:
0:52 1 (const int)
0:52 direct index ( temp 7-element array of highp float)
0:52 'a' ( in 5-element array of 7-element array of highp float)
0:52 Constant:
0:52 2 (const int)
0:52 direct index ( temp 7-element array of highp float)
0:52 'a' ( in 5-element array of 7-element array of highp float)
0:52 Constant:
0:52 3 (const int)
0:55 Function Definition: bar(f1[5][7]; ( global void)
0:55 Function Parameters:
0:55 '' ( in 5-element array of 7-element array of highp float)
0:57 Function Definition: foo2( ( global void)
0:57 Function Parameters:
0:? Sequence
0:? Sequence
0:62 move second child to first child ( temp highp float)
0:62 direct index ( temp highp float)
0:62 direct index ( temp 2-element array of highp float)
0:62 direct index ( temp 4-element array of 2-element array of highp float)
0:62 'gu' ( temp 3-element array of 4-element array of 2-element array of highp float)
0:62 Constant:
0:62 2 (const int)
0:62 Constant:
0:62 4 (const int)
0:62 Constant:
0:62 1 (const int)
0:62 Constant:
0:62 4.000000
0:64 Sequence
0:64 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:64 'ca4' ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:66 Constant:
0:66 0.000000
0:66 0.000000
0:66 0.000000
0:66 0.000000
0:66 1.000000
0:66 1.000000
0:66 1.000000
0:66 1.000000
0:66 0.000000
0:66 0.000000
0:66 0.000000
0:66 0.000000
0:66 1.000000
0:66 1.000000
0:66 1.000000
0:66 1.000000
0:66 0.000000
0:66 0.000000
0:66 0.000000
0:66 0.000000
0:66 1.000000
0:66 1.000000
0:66 1.000000
0:66 1.000000
0:67 Sequence
0:67 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:67 'caim' ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:69 Constant:
0:69 4.000000
0:69 4.000000
0:69 4.000000
0:69 4.000000
0:69 2.000000
0:69 2.000000
0:69 2.000000
0:69 2.000000
0:69 4.000000
0:69 4.000000
0:69 4.000000
0:69 4.000000
0:69 2.000000
0:69 2.000000
0:69 2.000000
0:69 2.000000
0:69 4.000000
0:69 4.000000
0:69 4.000000
0:69 4.000000
0:69 2.000000
0:69 2.000000
0:69 2.000000
0:69 2.000000
0:70 Sequence
0:70 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:70 'caim2' ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:72 Constant:
0:72 4.000000
0:72 4.000000
0:72 4.000000
0:72 4.000000
0:72 2.000000
0:72 2.000000
0:72 2.000000
0:72 2.000000
0:72 4.000000
0:72 4.000000
0:72 4.000000
0:72 4.000000
0:72 2.000000
0:72 2.000000
0:72 2.000000
0:72 2.000000
0:72 4.000000
0:72 4.000000
0:72 4.000000
0:72 4.000000
0:72 2.000000
0:72 2.000000
0:72 2.000000
0:72 2.000000
0:73 Sequence
0:73 move second child to first child ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:73 'caim3' ( temp 3-element array of 2-element array of highp 4-component vector of float)
0:75 Constant:
0:75 4.000000
0:75 4.000000
0:75 4.000000
0:75 4.000000
0:75 2.000000
0:75 2.000000
0:75 2.000000
0:75 2.000000
0:75 4.000000
0:75 4.000000
0:75 4.000000
0:75 4.000000
0:75 2.000000
0:75 2.000000
0:75 2.000000
0:75 2.000000
0:75 4.000000
0:75 4.000000
0:75 4.000000
0:75 4.000000
0:75 2.000000
0:75 2.000000
0:75 2.000000
0:75 2.000000
0:77 move second child to first child ( temp 4-element array of 7-element array of highp float)
0:77 'g4' ( global 4-element array of 7-element array of highp float)
0:77 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float)
0:77 'g5' ( global 5-element array of 7-element array of highp float)
0:78 'g5' ( global 5-element array of 7-element array of highp float)
0:79 'gu' ( global unsized 1-element array of 7-element array of highp float)
0:81 Constant:
0:81 0.000000
0:82 Function Call: bar(f1[5][7]; ( global void)
0:82 'g5' ( global 5-element array of 7-element array of highp float)
0:84 Test condition and select ( temp void)
0:84 Condition
0:84 Compare Equal ( temp bool)
0:84 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float)
0:84 'g5' ( global 5-element array of 7-element array of highp float)
0:84 'g4' ( global 4-element array of 7-element array of highp float)
0:84 true case is null
0:86 Test condition and select ( temp void)
0:86 Condition
0:86 Constant:
0:86 false (const bool)
0:86 true case is null
0:90 move second child to first child ( temp highp float)
0:90 direct index ( temp highp float)
0:90 direct index ( temp 7-element array of highp float)
0:90 'u' ( temp 5-element array of 7-element array of highp float)
0:90 Constant:
0:90 5 (const int)
0:90 Constant:
0:90 2 (const int)
0:90 Constant:
0:90 5.000000
0:91 Function Call: foo(f1[5][7]; ( global 4-element array of 7-element array of highp float)
0:91 'u' ( temp 5-element array of 7-element array of highp float)
0:94 direct index (layout( column_major shared) temp highp 4-component vector of float)
0:94 v: direct index for structure (layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float)
0:94 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:94 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:94 Constant:
0:94 1 (const int)
0:94 Constant:
0:94 1 (const int)
0:94 Constant:
0:94 -1 (const int)
0:95 move second child to first child ( temp highp 4-component vector of float)
0:95 direct index (layout( column_major shared) temp highp 4-component vector of float)
0:95 v: direct index for structure (layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float)
0:95 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:95 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:95 Constant:
0:95 1 (const int)
0:95 Constant:
0:95 1 (const int)
0:95 Constant:
0:95 1 (const int)
0:95 Constant:
0:95 4.300000
0:95 4.300000
0:95 4.300000
0:95 4.300000
0:96 v: direct index for structure (layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float)
0:96 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:96 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:96 Constant:
0:96 1 (const int)
0:96 Constant:
0:96 1 (const int)
0:98 Constant:
0:98 7 (const int)
0:99 array length ( temp int)
0:99 v: direct index for structure (layout( column_major shared) buffer unsized 2-element array of 7-element array of highp 4-component vector of float)
0:99 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer unsized 2-element array of 7-element array of highp 4-component vector of float v})
0:99 'name3' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer unsized 2-element array of 7-element array of highp 4-component vector of float v})
0:99 Constant:
0:99 0 (const int)
0:99 Constant:
0:99 1 (const int)
0:117 Function Definition: func(mf33[3][2]; ( global highp 3-component vector of float)
0:117 Function Parameters:
0:117 'x' ( in 3-element array of 2-element array of highp 3X3 matrix of float)
0:119 Sequence
0:119 Sequence
0:119 move second child to first child ( temp highp 3X3 matrix of float)
0:119 'a0' ( temp highp 3X3 matrix of float)
0:119 direct index ( temp highp 3X3 matrix of float)
0:119 direct index ( temp 2-element array of highp 3X3 matrix of float)
0:119 'x' ( in 3-element array of 2-element array of highp 3X3 matrix of float)
0:119 Constant:
0:119 2 (const int)
0:119 Constant:
0:119 1 (const int)
0:120 Branch: Return with expression
0:120 direct index ( temp highp 3-component vector of float)
0:120 'a0' ( temp highp 3X3 matrix of float)
0:120 Constant:
0:120 2 (const int)
0:? Linker Objects
0:? 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer unsized 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:? 'uname' (layout( column_major shared) uniform 3-element array of block{layout( column_major shared) uniform highp float u, layout( column_major shared) uniform unsized 1-element array of highp 4-component vector of float v})
0:? 'name2' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer unsized 1-element array of 1-element array of highp 4-component vector of float v})
0:? 'name3' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer unsized 2-element array of 7-element array of highp 4-component vector of float v})
0:? 'many' ( global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of highp float)
0:? 'gu' ( global unsized 1-element array of 7-element array of highp float)
0:? 'g4' ( global 4-element array of 7-element array of highp float)
0:? 'g5' ( global 5-element array of 7-element array of highp float)
0:? 'inArray' ( in 2-element array of 3-element array of highp float)
0:? 'outArray' ( smooth out 2-element array of 3-element array of highp float)
0:? 'ubaaname' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform highp int a})
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
Linked vertex stage:
Shader version: 310
ERROR: node is still EOpNull!
0:8 Function Definition: f(b1;f1;u1[4];i1[3][2]; ( global void)
0:8 Function Parameters:
0:8 'a' ( in bool)
0:8 'b' ( in highp float)
0:8 'c' ( in 4-element array of highp uint)
0:8 'd' ( in 3-element array of 2-element array of highp int)
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:? Sequence
0:13 Function Call: f(b1;f1;u1[4];i1[3][2]; ( global void)
0:13 Constant:
0:13 false (const bool)
0:13 Constant:
0:13 12.100000
0:13 Constant:
0:13 0 (const uint)
0:13 1 (const uint)
0:13 1 (const uint)
0:13 2 (const uint)
0:13 'd' ( temp 3-element array of 2-element array of highp int)
0:? Linker Objects
0:? 'name' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer 1-element array of highp float u, layout( column_major shared) buffer unsized 2-element array of highp 4-component vector of float v})
0:? 'uname' (layout( column_major shared) uniform 3-element array of block{layout( column_major shared) uniform highp float u, layout( column_major shared) uniform 1-element array of highp 4-component vector of float v})
0:? 'name2' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer unsized 1-element array of 1-element array of highp 4-component vector of float v})
0:? 'name3' (layout( column_major shared) buffer 3-element array of block{layout( column_major shared) buffer highp float u, layout( column_major shared) buffer unsized 2-element array of 7-element array of highp 4-component vector of float v})
0:? 'many' ( global 1-element array of 2-element array of 3-element array of 4-element array of 5-element array of 6-element array of highp float)
0:? 'gu' ( global 1-element array of 7-element array of highp float)
0:? 'g4' ( global 4-element array of 7-element array of highp float)
0:? 'g5' ( global 5-element array of 7-element array of highp float)
0:? 'inArray' ( in 2-element array of 3-element array of highp float)
0:? 'outArray' ( smooth out 2-element array of 3-element array of highp float)
0:? 'ubaaname' (layout( column_major shared) uniform 2-element array of 3-element array of block{layout( column_major shared) uniform highp int a})
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)

View File

@ -1,49 +0,0 @@
310implicitSizeArrayError.vert
ERROR: 0:3: '' : array size required
ERROR: 1 compilation errors. No code generated.
Shader version: 310
ERROR: node is still EOpNull!
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:7 Sequence
0:7 move second child to first child ( temp highp int)
0:7 'o' (layout( location=0) smooth out highp int)
0:7 direct index (layout( column_major shared) temp highp int)
0:7 a: direct index for structure (layout( column_major shared) uniform unsized 3-element array of highp int)
0:7 'uni' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform unsized 3-element array of highp int a})
0:7 Constant:
0:7 0 (const int)
0:7 Constant:
0:7 2 (const int)
0:? Linker Objects
0:? 'uni' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform unsized 3-element array of highp int a})
0:? 'o' (layout( location=0) smooth out highp int)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
Linked vertex stage:
Shader version: 310
ERROR: node is still EOpNull!
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:7 Sequence
0:7 move second child to first child ( temp highp int)
0:7 'o' (layout( location=0) smooth out highp int)
0:7 direct index (layout( column_major shared) temp highp int)
0:7 a: direct index for structure (layout( column_major shared) uniform 3-element array of highp int)
0:7 'uni' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform 3-element array of highp int a})
0:7 Constant:
0:7 0 (const int)
0:7 Constant:
0:7 2 (const int)
0:? Linker Objects
0:? 'uni' (layout( binding=0 column_major shared) uniform block{layout( column_major shared) uniform 3-element array of highp int a})
0:? 'o' (layout( location=0) smooth out highp int)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)

View File

@ -1,194 +0,0 @@
330.frag
ERROR: 0:27: 'block declaration' : cannot redeclare block: gl_block
ERROR: 0:31: 'gl_name' : identifiers starting with "gl_" are reserved
ERROR: 0:32: 'gl_i' : identifiers starting with "gl_" are reserved
ERROR: 0:35: 'gl_in' : no declaration found for redeclaration
ERROR: 0:39: 'gl_FragCoord' : cannot redeclare a non block as a block
ERROR: 0:44: 'non-literal layout-id value' : not supported for this version or the enabled extensions
ERROR: 0:44: 'layout-id value' : cannot be negative
ERROR: 0:45: 'non-literal layout-id value' : not supported for this version or the enabled extensions
ERROR: 0:46: 'layout-id value' : scalar integer expression required
ERROR: 0:46: 'location' : location is too large
ERROR: 0:47: 'non-literal layout-id value' : not supported for this version or the enabled extensions
ERROR: 0:48: 'non-literal layout-id value' : not supported for this version or the enabled extensions
ERROR: 0:52: 'f2' : cannot use layout qualifiers on structure members
ERROR: 0:57: 'location on block member' : not supported for this version or the enabled extensions
ERROR: 0:62: 'location on block member' : can only use in an in/out block
ERROR: 0:62: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 0:60: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 0:60: 'location' : cannot apply to uniform or buffer block
ERROR: 0:68: 'layout-id value' : cannot be negative
ERROR: 0:69: 'layout-id value' : cannot be negative
ERROR: 0:76: 'f2' : cannot use layout qualifiers on structure members
ERROR: 0:91: 'location on block member' : can only use in an in/out block
ERROR: 0:91: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 0:91: 'location' : overlapping use of location 3
ERROR: 0:89: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 0:89: 'location' : cannot apply to uniform or buffer block
ERROR: 0:94: 'location' : either the block needs a location, or all members need a location, or no members have a location
ERROR: 0:108: 'A' : cannot use layout qualifiers on structure members
ERROR: 0:119: 'location' : overlapping use of location 44
ERROR: 0:122: 'index' : can only be used with an explicit location
ERROR: 0:124: 'location' : overlapping use of location 0
ERROR: 0:125: 'index' : can only be used on an output
ERROR: 0:126: 'index' : can only be used on an output
ERROR: 0:126: 'location/component/index' : cannot declare a default, use a full declaration
ERROR: 0:127: 'location/component/index' : cannot declare a default, use a full declaration
ERROR: 0:128: 'output block' : not supported in this stage: fragment
ERROR: 0:140: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:140: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:141: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:141: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:152: 'index' : value must be 0 or 1
ERROR: 41 compilation errors. No code generated.
Shader version: 330
Requested GL_ARB_enhanced_layouts
Requested GL_ARB_separate_shader_objects
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:10 'varyingVar' ( smooth in 4-component vector of float)
0:11 move second child to first child ( temp 4-component vector of float)
0:11 direct index ( temp 4-component vector of float FragData)
0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:11 Constant:
0:11 1 (const int)
0:11 'inVar' ( smooth in 4-component vector of float)
0:12 Sequence
0:12 move second child to first child ( temp int)
0:12 'buffer' ( temp int)
0:12 Constant:
0:12 4 (const int)
0:21 Function Definition: foo( ( global void)
0:21 Function Parameters:
0:23 Sequence
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'c' ( temp 4-component vector of float)
0:23 gl_Color: direct index for structure ( in 4-component vector of float Color)
0:23 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
0:23 Constant:
0:23 2 (const uint)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'outVar' (layout( location=0 index=0) out 4-component vector of float)
0:24 'inVar' ( smooth in 4-component vector of float)
0:133 Function Definition: qlod( ( global void)
0:133 Function Parameters:
0:? Sequence
0:140 'lod' ( temp 2-component vector of float)
0:141 'lod' ( temp 2-component vector of float)
0:147 Function Definition: fooKeyMem( ( global void)
0:147 Function Parameters:
0:149 Sequence
0:149 precise: direct index for structure ( global int)
0:149 'KeyMem' ( global structure{ global int precise})
0:149 Constant:
0:149 0 (const int)
0:? Linker Objects
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float)
0:? 'varyingVar' ( smooth in 4-component vector of float)
0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
0:? 'gl_name' ( in block{ in int gl_i})
0:? 'start' ( const int)
0:? 6 (const int)
0:? 'v1' ( smooth in 4-component vector of float)
0:? 'v2' (layout( location=8) smooth in 4-component vector of float)
0:? 'v20' ( smooth in 4-component vector of float)
0:? 'v21' (layout( location=60) smooth in float)
0:? 'v22' (layout( location=2) smooth in float)
0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2})
0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
0:? 'v3' (layout( location=6) smooth in 4-component vector of float)
0:? 'v4' ( smooth in 4-component vector of float)
0:? 'v5' ( smooth in 4-component vector of float)
0:? 'v6' (layout( location=30) smooth in 4-component vector of float)
0:? 'v23' (layout( location=61) smooth in float)
0:? 'v24' (layout( location=62) smooth in float)
0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2, layout( location=26) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23) in 4-component vector of float f4, layout( location=24) in 4-component vector of float f5})
0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2})
0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A})
0:? 'anon@2' ( in block{layout( location=44) in 4-component vector of float d, layout( location=45) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42) in 4-component vector of float i, layout( location=43) in 4-component vector of float j, layout( location=44) in 4-component vector of float k})
0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float)
0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float)
0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float)
0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float)
0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a})
0:? 'samp1D' ( uniform sampler1D)
0:? 'samp2Ds' ( uniform sampler2DShadow)
0:? 'precise' ( global int)
0:? 'KeyMem' ( global structure{ global int precise})
0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)
Linked fragment stage:
ERROR: Linking fragment stage: Cannot use gl_FragColor or gl_FragData when using user-defined outputs
ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
Shader version: 330
Requested GL_ARB_enhanced_layouts
Requested GL_ARB_separate_shader_objects
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:10 'varyingVar' ( smooth in 4-component vector of float)
0:11 move second child to first child ( temp 4-component vector of float)
0:11 direct index ( temp 4-component vector of float FragData)
0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:11 Constant:
0:11 1 (const int)
0:11 'inVar' ( smooth in 4-component vector of float)
0:12 Sequence
0:12 move second child to first child ( temp int)
0:12 'buffer' ( temp int)
0:12 Constant:
0:12 4 (const int)
0:? Linker Objects
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float)
0:? 'varyingVar' ( smooth in 4-component vector of float)
0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
0:? 'gl_name' ( in block{ in int gl_i})
0:? 'start' ( const int)
0:? 6 (const int)
0:? 'v1' ( smooth in 4-component vector of float)
0:? 'v2' (layout( location=8) smooth in 4-component vector of float)
0:? 'v20' ( smooth in 4-component vector of float)
0:? 'v21' (layout( location=60) smooth in float)
0:? 'v22' (layout( location=2) smooth in float)
0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2})
0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
0:? 'v3' (layout( location=6) smooth in 4-component vector of float)
0:? 'v4' ( smooth in 4-component vector of float)
0:? 'v5' ( smooth in 4-component vector of float)
0:? 'v6' (layout( location=30) smooth in 4-component vector of float)
0:? 'v23' (layout( location=61) smooth in float)
0:? 'v24' (layout( location=62) smooth in float)
0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2, layout( location=26) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23) in 4-component vector of float f4, layout( location=24) in 4-component vector of float f5})
0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2})
0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A})
0:? 'anon@2' ( in block{layout( location=44) in 4-component vector of float d, layout( location=45) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42) in 4-component vector of float i, layout( location=43) in 4-component vector of float j, layout( location=44) in 4-component vector of float k})
0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float)
0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float)
0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float)
0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float)
0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a})
0:? 'samp1D' ( uniform sampler1D)
0:? 'samp2Ds' ( uniform sampler2DShadow)
0:? 'precise' ( global int)
0:? 'KeyMem' ( global structure{ global int precise})
0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)

View File

@ -1,48 +0,0 @@
330comp.frag
Shader version: 330
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:10 'varyingVar' ( smooth in 4-component vector of float)
0:11 move second child to first child ( temp 4-component vector of float)
0:11 direct index ( temp 4-component vector of float FragData)
0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:11 Constant:
0:11 1 (const int)
0:11 vector-times-matrix ( temp 4-component vector of float)
0:11 'inVar' ( smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' ( uniform 4X4 matrix of float)
0:? Linker Objects
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' ( out 4-component vector of float)
0:? 'varyingVar' ( smooth in 4-component vector of float)
Linked fragment stage:
ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
Shader version: 330
0:? Sequence
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:10 'varyingVar' ( smooth in 4-component vector of float)
0:11 move second child to first child ( temp 4-component vector of float)
0:11 direct index ( temp 4-component vector of float FragData)
0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:11 Constant:
0:11 1 (const int)
0:11 vector-times-matrix ( temp 4-component vector of float)
0:11 'inVar' ( smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' ( uniform 4X4 matrix of float)
0:? Linker Objects
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' ( out 4-component vector of float)
0:? 'varyingVar' ( smooth in 4-component vector of float)

View File

@ -1,728 +0,0 @@
400.frag
ERROR: 0:18: 'textureGatherOffsets(...)' : must be a compile-time constant: offsets argument
ERROR: 0:22: 'textureGatherOffset(...)' : must be a compile-time constant: component argument
ERROR: 0:23: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument
ERROR: 0:30: 'location qualifier on input' : not supported for this version or the enabled extensions
ERROR: 0:38: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 0:40: 'redeclaration' : cannot apply layout qualifier to gl_Color
ERROR: 0:41: 'redeclaration' : cannot change qualification of gl_ClipDistance
ERROR: 0:43: 'gl_FragCoord' : cannot redeclare after use
ERROR: 0:51: 'texel offset' : argument must be compile-time constant
ERROR: 0:53: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:53: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:54: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:54: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:57: 'patch' : not supported in this stage: fragment
ERROR: 0:58: 'patch' : not supported in this stage: fragment
ERROR: 0:58: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output
ERROR: 0:73: 'dFdxFine' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:74: 'dFdyCoarse' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:75: 'fwidthCoarse' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:75: 'fwidthFine' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:104: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output
ERROR: 0:123: 'interpolateAtCentroid' : no matching overloaded function found
ERROR: 0:125: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:127: 'interpolateAtSample' : no matching overloaded function found
ERROR: 0:132: 'interpolateAtOffset' : no matching overloaded function found
ERROR: 0:134: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:135: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:136: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:139: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:140: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:183: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:183: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:184: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:184: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:197: 'subroutine' : feature not yet implemented
ERROR: 0:197: '' : default qualifier requires 'uniform', 'buffer', 'in', or 'out' storage qualification
ERROR: 0:198: 'subroutine' : feature not yet implemented
ERROR: 0:199: 'subroutine' : feature not yet implemented
ERROR: 0:201: '' : syntax error, unexpected PRECISE, expecting IDENTIFIER
ERROR: 39 compilation errors. No code generated.
Shader version: 400
Requested GL_ARB_derivative_control
Requested GL_ARB_separate_shader_objects
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v' ( temp 4-component vector of float)
0:13 texture ( global 4-component vector of float)
0:13 indirect index ( temp sampler2D)
0:13 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:13 'i' ( flat in int)
0:13 'c2D' ( smooth in 2-component vector of float)
0:14 move second child to first child ( temp float)
0:14 direct index ( temp float)
0:14 'outp' ( out 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( smooth temp float ClipDistance)
0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14 Constant:
0:14 1 (const int)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of uint)
0:18 'uv4' ( temp 4-component vector of uint)
0:18 textureGatherOffsets ( global 4-component vector of uint)
0:18 'samp2dr' ( uniform usampler2DRect)
0:18 'c2D' ( smooth in 2-component vector of float)
0:18 'offsets' ( temp 4-element array of 2-component vector of int)
0:18 Constant:
0:18 2 (const int)
0:19 move second child to first child ( temp 4-component vector of uint)
0:19 'uv4' ( temp 4-component vector of uint)
0:19 textureGatherOffsets ( global 4-component vector of uint)
0:19 'samp2dr' ( uniform usampler2DRect)
0:19 'c2D' ( smooth in 2-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:19 2 (const int)
0:19 3 (const int)
0:19 4 (const int)
0:19 15 (const int)
0:19 16 (const int)
0:19 -2 (const int)
0:19 0 (const int)
0:19 Constant:
0:19 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'v4' ( temp 4-component vector of float)
0:20 textureGather ( global 4-component vector of float)
0:20 direct index ( temp sampler2D)
0:20 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20 Constant:
0:20 0 (const int)
0:20 'c2D' ( smooth in 2-component vector of float)
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of int)
0:21 'iv4' ( temp 4-component vector of int)
0:21 textureGatherOffset ( global 4-component vector of int)
0:21 'isamp2DA' ( uniform isampler2DArray)
0:21 Constant:
0:21 0.100000
0:21 0.100000
0:21 0.100000
0:21 Constant:
0:21 1 (const int)
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:22 move second child to first child ( temp 4-component vector of int)
0:22 'iv4' ( temp 4-component vector of int)
0:22 textureGatherOffset ( global 4-component vector of int)
0:22 'isamp2DA' ( uniform isampler2DArray)
0:22 Constant:
0:22 0.100000
0:22 0.100000
0:22 0.100000
0:22 Constant:
0:22 1 (const int)
0:22 1 (const int)
0:22 'i' ( flat in int)
0:23 move second child to first child ( temp 4-component vector of int)
0:23 'iv4' ( temp 4-component vector of int)
0:23 textureGatherOffset ( global 4-component vector of int)
0:23 'isamp2DA' ( uniform isampler2DArray)
0:23 Constant:
0:23 0.100000
0:23 0.100000
0:23 0.100000
0:23 Constant:
0:23 1 (const int)
0:23 1 (const int)
0:23 Constant:
0:23 4 (const int)
0:24 move second child to first child ( temp 4-component vector of int)
0:24 'iv4' ( temp 4-component vector of int)
0:24 textureGatherOffset ( global 4-component vector of int)
0:24 'isamp2DA' ( uniform isampler2DArray)
0:24 Constant:
0:24 0.100000
0:24 0.100000
0:24 0.100000
0:24 Constant:
0:24 1 (const int)
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
0:25 move second child to first child ( temp 4-component vector of int)
0:25 'iv4' ( temp 4-component vector of int)
0:25 textureGatherOffset ( global 4-component vector of int)
0:25 'isamp2DA' ( uniform isampler2DArray)
0:25 Constant:
0:25 0.100000
0:25 0.100000
0:25 0.100000
0:25 Construct ivec2 ( temp 2-component vector of int)
0:25 'i' ( flat in int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'c' ( temp 4-component vector of float)
0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:47 Function Definition: foo23( ( global void)
0:47 Function Parameters:
0:? Sequence
0:51 textureProjGradOffset ( global float)
0:51 'u2drs' ( uniform sampler2DRectShadow)
0:51 'outp' ( out 4-component vector of float)
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 Convert float to int ( temp 2-component vector of int)
0:51 'c2D' ( smooth in 2-component vector of float)
0:52 textureProjGradOffset ( global float)
0:52 'u2drs' ( uniform sampler2DRectShadow)
0:52 'outp' ( out 4-component vector of float)
0:52 Constant:
0:52 0.000000
0:52 0.000000
0:52 Constant:
0:52 0.000000
0:52 0.000000
0:52 Constant:
0:52 3 (const int)
0:52 4 (const int)
0:53 textureProjGradOffset ( global float)
0:53 'u2drs' ( uniform sampler2DRectShadow)
0:53 'outp' ( out 4-component vector of float)
0:53 Constant:
0:53 0.000000
0:53 0.000000
0:53 Constant:
0:53 0.000000
0:53 0.000000
0:53 Constant:
0:53 15 (const int)
0:53 16 (const int)
0:54 textureProjGradOffset ( global float)
0:54 'u2drs' ( uniform sampler2DRectShadow)
0:54 'outp' ( out 4-component vector of float)
0:54 Constant:
0:54 0.000000
0:54 0.000000
0:54 Constant:
0:54 0.000000
0:54 0.000000
0:54 Constant:
0:54 -10 (const int)
0:54 20 (const int)
0:60 Function Definition: foo24( ( global void)
0:60 Function Parameters:
0:? Sequence
0:63 move second child to first child ( temp 3-component vector of double)
0:63 'df' ( temp 3-component vector of double)
0:63 modf ( global 3-component vector of double)
0:63 Convert float to double ( temp 3-component vector of double)
0:63 vector swizzle ( temp 3-component vector of float)
0:63 'outp' ( out 4-component vector of float)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
0:63 'di' ( temp 3-component vector of double)
0:71 Function Definition: foodc1( ( global void)
0:71 Function Parameters:
0:73 Sequence
0:73 Sequence
0:73 move second child to first child ( temp 2-component vector of float)
0:73 'v2' ( temp 2-component vector of float)
0:73 dPdxFine ( global 2-component vector of float)
0:73 'in2' ( smooth in 2-component vector of float)
0:74 Sequence
0:74 move second child to first child ( temp 3-component vector of float)
0:74 'v3' ( temp 3-component vector of float)
0:74 dPdyCoarse ( global 3-component vector of float)
0:74 'in3' ( smooth in 3-component vector of float)
0:75 Sequence
0:75 move second child to first child ( temp 4-component vector of float)
0:75 'v4' ( temp 4-component vector of float)
0:75 add ( temp 4-component vector of float)
0:75 fwidthCoarse ( global 4-component vector of float)
0:75 'in4' ( smooth in 4-component vector of float)
0:75 fwidthFine ( global 4-component vector of float)
0:75 'in4' ( smooth in 4-component vector of float)
0:80 Function Definition: foodc2( ( global void)
0:80 Function Parameters:
0:82 Sequence
0:82 Sequence
0:82 move second child to first child ( temp 2-component vector of float)
0:82 'v2' ( temp 2-component vector of float)
0:82 dPdxFine ( global 2-component vector of float)
0:82 'in2' ( smooth in 2-component vector of float)
0:83 Sequence
0:83 move second child to first child ( temp 3-component vector of float)
0:83 'v3' ( temp 3-component vector of float)
0:83 dPdyCoarse ( global 3-component vector of float)
0:83 'in3' ( smooth in 3-component vector of float)
0:84 Sequence
0:84 move second child to first child ( temp 4-component vector of float)
0:84 'v4' ( temp 4-component vector of float)
0:84 add ( temp 4-component vector of float)
0:84 fwidthCoarse ( global 4-component vector of float)
0:84 'in4' ( smooth in 4-component vector of float)
0:84 fwidthFine ( global 4-component vector of float)
0:84 'in4' ( smooth in 4-component vector of float)
0:89 move second child to first child ( temp 2-component vector of float)
0:89 'v2' ( temp 2-component vector of float)
0:89 frexp ( global 2-component vector of float)
0:89 'v2' ( temp 2-component vector of float)
0:89 'i2' ( temp 2-component vector of int)
0:90 move second child to first child ( temp 3-component vector of float)
0:90 'v3' ( temp 3-component vector of float)
0:90 ldexp ( global 3-component vector of float)
0:90 'v3' ( temp 3-component vector of float)
0:90 'i3' ( temp 3-component vector of int)
0:92 move second child to first child ( temp uint)
0:92 'u1' ( temp uint)
0:92 PackUnorm4x8 ( global uint)
0:92 'v4' ( temp 4-component vector of float)
0:93 move second child to first child ( temp uint)
0:93 'u1' ( temp uint)
0:93 PackSnorm4x8 ( global uint)
0:93 'v4' ( temp 4-component vector of float)
0:94 move second child to first child ( temp 4-component vector of float)
0:94 'v4' ( temp 4-component vector of float)
0:94 UnpackUnorm4x8 ( global 4-component vector of float)
0:94 'u1' ( temp uint)
0:95 move second child to first child ( temp 4-component vector of float)
0:95 'v4' ( temp 4-component vector of float)
0:95 UnpackSnorm4x8 ( global 4-component vector of float)
0:95 'u1' ( temp uint)
0:99 move second child to first child ( temp double)
0:99 'd' ( temp double)
0:99 PackDouble2x32 ( global double)
0:99 'u2' ( temp 2-component vector of uint)
0:100 move second child to first child ( temp 2-component vector of uint)
0:100 'u2' ( temp 2-component vector of uint)
0:100 UnpackDouble2x32 ( global 2-component vector of uint)
0:100 'd' ( temp double)
0:117 Function Definition: interp( ( global void)
0:117 Function Parameters:
0:119 Sequence
0:119 interpolateAtCentroid ( global 2-component vector of float)
0:119 'colorfc' ( centroid flat in 2-component vector of float)
0:120 interpolateAtCentroid ( global 4-component vector of float)
0:120 'colorSampIn' ( smooth sample in 4-component vector of float)
0:121 interpolateAtCentroid ( global 4-component vector of float)
0:121 'colorfsi' ( noperspective in 4-component vector of float)
0:122 interpolateAtCentroid ( global float)
0:122 'scalarIn' ( smooth in float)
0:123 Constant:
0:123 0.000000
0:124 interpolateAtCentroid ( global 3-component vector of float)
0:124 direct index ( smooth sample temp 3-component vector of float)
0:124 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:124 Constant:
0:124 2 (const int)
0:125 interpolateAtCentroid ( global 2-component vector of float)
0:125 vector swizzle ( temp 2-component vector of float)
0:125 direct index ( smooth sample temp 3-component vector of float)
0:125 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:125 Constant:
0:125 2 (const int)
0:125 Sequence
0:125 Constant:
0:125 0 (const int)
0:125 Constant:
0:125 1 (const int)
0:127 Constant:
0:127 0.000000
0:128 interpolateAtSample ( global 3-component vector of float)
0:128 indirect index ( smooth sample temp 3-component vector of float)
0:128 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:128 'i' ( flat in int)
0:128 Constant:
0:128 0 (const int)
0:129 interpolateAtSample ( global float)
0:129 x: direct index for structure ( global float)
0:129 's1' ( smooth in structure{ global float x})
0:129 Constant:
0:129 0 (const int)
0:129 Constant:
0:129 2 (const int)
0:130 interpolateAtSample ( global float)
0:130 'scalarIn' ( smooth in float)
0:130 Constant:
0:130 1 (const int)
0:132 Constant:
0:132 0.000000
0:133 interpolateAtOffset ( global 3-component vector of float)
0:133 direct index ( smooth sample temp 3-component vector of float)
0:133 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:133 Constant:
0:133 2 (const int)
0:133 Constant:
0:133 0.200000
0:133 0.200000
0:134 interpolateAtOffset ( global 2-component vector of float)
0:134 vector swizzle ( temp 2-component vector of float)
0:134 direct index ( smooth sample temp 3-component vector of float)
0:134 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:134 Constant:
0:134 2 (const int)
0:134 Sequence
0:134 Constant:
0:134 0 (const int)
0:134 Constant:
0:134 1 (const int)
0:134 Constant:
0:134 0.200000
0:134 0.200000
0:135 interpolateAtOffset ( global float)
0:135 add ( temp float)
0:135 'scalarIn' ( smooth in float)
0:135 'scalarIn' ( smooth in float)
0:135 Constant:
0:135 0.200000
0:135 0.200000
0:136 interpolateAtOffset ( global float)
0:136 x: direct index for structure ( global float)
0:136 's2' ( sample temp structure{ global float x})
0:136 Constant:
0:136 0 (const int)
0:136 Constant:
0:136 0.200000
0:136 0.200000
0:139 interpolateAtCentroid ( global float)
0:139 'f' ( temp float)
0:140 interpolateAtSample ( global 4-component vector of float)
0:140 'outp' ( out 4-component vector of float)
0:140 Constant:
0:140 0 (const int)
0:161 Function Definition: qlod( ( global void)
0:161 Function Parameters:
0:? Sequence
0:168 move second child to first child ( temp 2-component vector of float)
0:168 'lod' ( temp 2-component vector of float)
0:168 textureQueryLod ( global 2-component vector of float)
0:168 'samp1D' ( uniform sampler1D)
0:168 'pf' ( temp float)
0:169 move second child to first child ( temp 2-component vector of float)
0:169 'lod' ( temp 2-component vector of float)
0:169 textureQueryLod ( global 2-component vector of float)
0:169 'isamp2D' ( uniform isampler2D)
0:169 'pf2' ( temp 2-component vector of float)
0:170 move second child to first child ( temp 2-component vector of float)
0:170 'lod' ( temp 2-component vector of float)
0:170 textureQueryLod ( global 2-component vector of float)
0:170 'usamp3D' ( uniform usampler3D)
0:170 'pf3' ( temp 3-component vector of float)
0:171 move second child to first child ( temp 2-component vector of float)
0:171 'lod' ( temp 2-component vector of float)
0:171 textureQueryLod ( global 2-component vector of float)
0:171 'sampCube' ( uniform samplerCube)
0:171 'pf3' ( temp 3-component vector of float)
0:172 move second child to first child ( temp 2-component vector of float)
0:172 'lod' ( temp 2-component vector of float)
0:172 textureQueryLod ( global 2-component vector of float)
0:172 'isamp1DA' ( uniform isampler1DArray)
0:172 'pf' ( temp float)
0:173 move second child to first child ( temp 2-component vector of float)
0:173 'lod' ( temp 2-component vector of float)
0:173 textureQueryLod ( global 2-component vector of float)
0:173 'usamp2DA' ( uniform usampler2DArray)
0:173 'pf2' ( temp 2-component vector of float)
0:174 move second child to first child ( temp 2-component vector of float)
0:174 'lod' ( temp 2-component vector of float)
0:174 textureQueryLod ( global 2-component vector of float)
0:174 'isampCubeA' ( uniform isamplerCubeArray)
0:174 'pf3' ( temp 3-component vector of float)
0:176 move second child to first child ( temp 2-component vector of float)
0:176 'lod' ( temp 2-component vector of float)
0:176 textureQueryLod ( global 2-component vector of float)
0:176 'samp1Ds' ( uniform sampler1DShadow)
0:176 'pf' ( temp float)
0:177 move second child to first child ( temp 2-component vector of float)
0:177 'lod' ( temp 2-component vector of float)
0:177 textureQueryLod ( global 2-component vector of float)
0:177 'samp2Ds' ( uniform sampler2DShadow)
0:177 'pf2' ( temp 2-component vector of float)
0:178 move second child to first child ( temp 2-component vector of float)
0:178 'lod' ( temp 2-component vector of float)
0:178 textureQueryLod ( global 2-component vector of float)
0:178 'sampCubes' ( uniform samplerCubeShadow)
0:178 'pf3' ( temp 3-component vector of float)
0:179 move second child to first child ( temp 2-component vector of float)
0:179 'lod' ( temp 2-component vector of float)
0:179 textureQueryLod ( global 2-component vector of float)
0:179 'samp1DAs' ( uniform sampler1DArrayShadow)
0:179 'pf' ( temp float)
0:180 move second child to first child ( temp 2-component vector of float)
0:180 'lod' ( temp 2-component vector of float)
0:180 textureQueryLod ( global 2-component vector of float)
0:180 'samp2DAs' ( uniform sampler2DArrayShadow)
0:180 'pf2' ( temp 2-component vector of float)
0:181 move second child to first child ( temp 2-component vector of float)
0:181 'lod' ( temp 2-component vector of float)
0:181 textureQueryLod ( global 2-component vector of float)
0:181 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:181 'pf3' ( temp 3-component vector of float)
0:183 'lod' ( temp 2-component vector of float)
0:184 'lod' ( temp 2-component vector of float)
0:190 Function Definition: bitwiseConv( ( global void)
0:190 Function Parameters:
0:192 Sequence
0:192 move second child to first child ( temp uint)
0:192 'iout' ( out uint)
0:192 bitwise and ( temp uint)
0:192 'uu' ( uniform uint)
0:192 Convert int to uint ( temp uint)
0:192 'i' ( flat in int)
0:193 add second child into first child ( temp uint)
0:193 'iout' ( out uint)
0:193 exclusive-or ( temp uint)
0:193 'uu' ( uniform uint)
0:193 Convert int to uint ( temp uint)
0:193 'i' ( flat in int)
0:194 add second child into first child ( temp uint)
0:194 'iout' ( out uint)
0:194 inclusive-or ( temp uint)
0:194 Convert int to uint ( temp uint)
0:194 'i' ( flat in int)
0:194 'uu' ( uniform uint)
0:198 Function Definition: subT1( ( temp float)
0:198 Function Parameters:
0:198 Sequence
0:198 Branch: Return with expression
0:198 Constant:
0:198 1.000000
0:199 Function Definition: subT2( ( temp float)
0:199 Function Parameters:
0:199 Sequence
0:199 Branch: Return with expression
0:199 Constant:
0:199 1.000000
0:? Linker Objects
0:? 'c2D' ( smooth in 2-component vector of float)
0:? 'i' ( flat in int)
0:? 'outp' ( out 4-component vector of float)
0:? 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:? 'samp2dr' ( uniform usampler2DRect)
0:? 'isamp2DA' ( uniform isampler2DArray)
0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:? 'vl' (layout( location=4) smooth in 4-component vector of float)
0:? 'vl2' (layout( location=6) smooth in 4-component vector of float)
0:? 'uv3' (layout( location=3) uniform 3-component vector of float)
0:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? 'u2drs' ( uniform sampler2DRectShadow)
0:? 'patchIn' ( smooth patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
0:? 'in3' ( smooth in 3-component vector of float)
0:? 'in4' ( smooth in 4-component vector of float)
0:? 'colorSampIn' ( smooth sample in 4-component vector of float)
0:? 'colorSampleBad' ( sample out 4-component vector of float)
0:? 'colorfsi' ( noperspective in 4-component vector of float)
0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:? 'scalarIn' ( smooth in float)
0:? 'colorfc' ( centroid flat in 2-component vector of float)
0:? 's1' ( smooth in structure{ global float x})
0:? 's2' ( sample temp structure{ global float x})
0:? 'samp1D' ( uniform sampler1D)
0:? 'isamp2D' ( uniform isampler2D)
0:? 'usamp3D' ( uniform usampler3D)
0:? 'sampCube' ( uniform samplerCube)
0:? 'isamp1DA' ( uniform isampler1DArray)
0:? 'usamp2DA' ( uniform usampler2DArray)
0:? 'isampCubeA' ( uniform isamplerCubeArray)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'samp2Ds' ( uniform sampler2DShadow)
0:? 'sampCubes' ( uniform samplerCubeShadow)
0:? 'samp1DAs' ( uniform sampler1DArrayShadow)
0:? 'samp2DAs' ( uniform sampler2DArrayShadow)
0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:? 'sampBuf' ( uniform samplerBuffer)
0:? 'sampRect' ( uniform sampler2DRect)
0:? 'uu' ( uniform uint)
0:? 'iout' ( out uint)
Linked fragment stage:
Shader version: 400
Requested GL_ARB_derivative_control
Requested GL_ARB_separate_shader_objects
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v' ( temp 4-component vector of float)
0:13 texture ( global 4-component vector of float)
0:13 indirect index ( temp sampler2D)
0:13 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:13 'i' ( flat in int)
0:13 'c2D' ( smooth in 2-component vector of float)
0:14 move second child to first child ( temp float)
0:14 direct index ( temp float)
0:14 'outp' ( out 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( smooth temp float ClipDistance)
0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14 Constant:
0:14 1 (const int)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of uint)
0:18 'uv4' ( temp 4-component vector of uint)
0:18 textureGatherOffsets ( global 4-component vector of uint)
0:18 'samp2dr' ( uniform usampler2DRect)
0:18 'c2D' ( smooth in 2-component vector of float)
0:18 'offsets' ( temp 4-element array of 2-component vector of int)
0:18 Constant:
0:18 2 (const int)
0:19 move second child to first child ( temp 4-component vector of uint)
0:19 'uv4' ( temp 4-component vector of uint)
0:19 textureGatherOffsets ( global 4-component vector of uint)
0:19 'samp2dr' ( uniform usampler2DRect)
0:19 'c2D' ( smooth in 2-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:19 2 (const int)
0:19 3 (const int)
0:19 4 (const int)
0:19 15 (const int)
0:19 16 (const int)
0:19 -2 (const int)
0:19 0 (const int)
0:19 Constant:
0:19 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'v4' ( temp 4-component vector of float)
0:20 textureGather ( global 4-component vector of float)
0:20 direct index ( temp sampler2D)
0:20 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20 Constant:
0:20 0 (const int)
0:20 'c2D' ( smooth in 2-component vector of float)
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of int)
0:21 'iv4' ( temp 4-component vector of int)
0:21 textureGatherOffset ( global 4-component vector of int)
0:21 'isamp2DA' ( uniform isampler2DArray)
0:21 Constant:
0:21 0.100000
0:21 0.100000
0:21 0.100000
0:21 Constant:
0:21 1 (const int)
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:22 move second child to first child ( temp 4-component vector of int)
0:22 'iv4' ( temp 4-component vector of int)
0:22 textureGatherOffset ( global 4-component vector of int)
0:22 'isamp2DA' ( uniform isampler2DArray)
0:22 Constant:
0:22 0.100000
0:22 0.100000
0:22 0.100000
0:22 Constant:
0:22 1 (const int)
0:22 1 (const int)
0:22 'i' ( flat in int)
0:23 move second child to first child ( temp 4-component vector of int)
0:23 'iv4' ( temp 4-component vector of int)
0:23 textureGatherOffset ( global 4-component vector of int)
0:23 'isamp2DA' ( uniform isampler2DArray)
0:23 Constant:
0:23 0.100000
0:23 0.100000
0:23 0.100000
0:23 Constant:
0:23 1 (const int)
0:23 1 (const int)
0:23 Constant:
0:23 4 (const int)
0:24 move second child to first child ( temp 4-component vector of int)
0:24 'iv4' ( temp 4-component vector of int)
0:24 textureGatherOffset ( global 4-component vector of int)
0:24 'isamp2DA' ( uniform isampler2DArray)
0:24 Constant:
0:24 0.100000
0:24 0.100000
0:24 0.100000
0:24 Constant:
0:24 1 (const int)
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
0:25 move second child to first child ( temp 4-component vector of int)
0:25 'iv4' ( temp 4-component vector of int)
0:25 textureGatherOffset ( global 4-component vector of int)
0:25 'isamp2DA' ( uniform isampler2DArray)
0:25 Constant:
0:25 0.100000
0:25 0.100000
0:25 0.100000
0:25 Construct ivec2 ( temp 2-component vector of int)
0:25 'i' ( flat in int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'c' ( temp 4-component vector of float)
0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? Linker Objects
0:? 'c2D' ( smooth in 2-component vector of float)
0:? 'i' ( flat in int)
0:? 'outp' ( out 4-component vector of float)
0:? 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:? 'samp2dr' ( uniform usampler2DRect)
0:? 'isamp2DA' ( uniform isampler2DArray)
0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:? 'vl' (layout( location=4) smooth in 4-component vector of float)
0:? 'vl2' (layout( location=6) smooth in 4-component vector of float)
0:? 'uv3' (layout( location=3) uniform 3-component vector of float)
0:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:? 'u2drs' ( uniform sampler2DRectShadow)
0:? 'patchIn' ( smooth patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
0:? 'in3' ( smooth in 3-component vector of float)
0:? 'in4' ( smooth in 4-component vector of float)
0:? 'colorSampIn' ( smooth sample in 4-component vector of float)
0:? 'colorSampleBad' ( sample out 4-component vector of float)
0:? 'colorfsi' ( noperspective in 4-component vector of float)
0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:? 'scalarIn' ( smooth in float)
0:? 'colorfc' ( centroid flat in 2-component vector of float)
0:? 's1' ( smooth in structure{ global float x})
0:? 's2' ( sample temp structure{ global float x})
0:? 'samp1D' ( uniform sampler1D)
0:? 'isamp2D' ( uniform isampler2D)
0:? 'usamp3D' ( uniform usampler3D)
0:? 'sampCube' ( uniform samplerCube)
0:? 'isamp1DA' ( uniform isampler1DArray)
0:? 'usamp2DA' ( uniform usampler2DArray)
0:? 'isampCubeA' ( uniform isamplerCubeArray)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'samp2Ds' ( uniform sampler2DShadow)
0:? 'sampCubes' ( uniform samplerCubeShadow)
0:? 'samp1DAs' ( uniform sampler1DArrayShadow)
0:? 'samp2DAs' ( uniform sampler2DArrayShadow)
0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:? 'sampBuf' ( uniform samplerBuffer)
0:? 'sampRect' ( uniform sampler2DRect)
0:? 'uu' ( uniform uint)
0:? 'iout' ( out uint)

File diff suppressed because it is too large Load Diff

View File

@ -1,400 +0,0 @@
400.tesc
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:10: 'patch' : can only use on output in tessellation-control shader
ERROR: 0:39: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:46: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:51: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:54: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:61: '' : tessellation control barrier() cannot be placed after a return from main()
ERROR: 0:64: 'vertices' : can only apply to 'out'
ERROR: 0:65: 'vertices' : cannot change previously set layout value
ERROR: 0:69: '[' : array index out of range '4'
ERROR: 0:71: '' : tessellation control barrier() must be in main()
ERROR: 0:74: 'in' : type must be an array: ina
ERROR: 0:76: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:83: 'location' : overlapping use of location 4
ERROR: 0:87: 'location' : overlapping use of location 4
ERROR: 0:104: '' : precise qualifier must appear first
ERROR: 0:105: '' : precise qualifier must appear first
ERROR: 0:105: '' : precise qualifier must appear first
ERROR: 0:109: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
ERROR: 0:110: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview
ERROR: 23 compilation errors. No code generated.
Shader version: 400
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
vertices = 4
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier ( global void)
0:17 Sequence
0:17 move second child to first child ( temp int)
0:17 'a' ( temp int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'p' ( temp 4-component vector of float)
0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp float)
0:24 'ps' ( temp float)
0:24 gl_PointSize: direct index for structure ( in float PointSize)
0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp float)
0:25 'cd' ( temp float)
0:25 direct index ( temp float ClipDistance)
0:25 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp int)
0:27 'pvi' ( temp int)
0:27 'gl_PatchVerticesIn' ( in int PatchVertices)
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'pid' ( temp int)
0:28 'gl_PrimitiveID' ( in int PrimitiveID)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'iid' ( temp int)
0:29 'gl_InvocationID' ( in int InvocationID)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_InvocationID' ( in int InvocationID)
0:31 Constant:
0:31 0 (const int)
0:31 'p' ( temp 4-component vector of float)
0:32 move second child to first child ( temp float)
0:32 gl_PointSize: direct index for structure ( out float PointSize)
0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_InvocationID' ( in int InvocationID)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' ( temp float)
0:33 move second child to first child ( temp float)
0:33 direct index ( temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure ( out unsized 2-element array of float ClipDistance)
0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_InvocationID' ( in int InvocationID)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:33 'cd' ( temp float)
0:35 move second child to first child ( temp float)
0:35 direct index ( patch temp float TessLevelOuter)
0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child ( temp float)
0:36 direct index ( patch temp float TessLevelInner)
0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Greater Than ( temp bool)
0:38 'a' ( temp int)
0:38 Constant:
0:38 10 (const int)
0:38 true case
0:39 Barrier ( global void)
0:38 false case
0:41 Barrier ( global void)
0:43 Barrier ( global void)
0:47 Loop with condition not tested first
0:47 Loop Condition
0:47 Compare Greater Than ( temp bool)
0:47 'a' ( temp int)
0:47 Constant:
0:47 10 (const int)
0:47 Loop Body
0:46 Sequence
0:46 Barrier ( global void)
0:49 switch
0:49 condition
0:49 'a' ( temp int)
0:49 body
0:49 Sequence
0:50 default:
0:? Sequence
0:51 Barrier ( global void)
0:52 Branch: Break
0:54 Test condition and select ( temp int)
0:54 Condition
0:54 Compare Less Than ( temp bool)
0:54 'a' ( temp int)
0:54 Constant:
0:54 12 (const int)
0:54 true case
0:54 'a' ( temp int)
0:54 false case
0:54 Comma ( temp int)
0:54 Barrier ( global void)
0:54 'a' ( temp int)
0:56 Sequence
0:56 Barrier ( global void)
0:59 Branch: Return
0:61 Barrier ( global void)
0:67 Function Definition: foo( ( global void)
0:67 Function Parameters:
0:69 Sequence
0:69 gl_PointSize: direct index for structure ( out float PointSize)
0:69 direct index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:69 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:69 Constant:
0:69 4 (const int)
0:69 Constant:
0:69 1 (const int)
0:71 Barrier ( global void)
0:91 Function Definition: foop( ( global void)
0:91 Function Parameters:
0:? Sequence
0:95 multiply second child into first child ( temp 3-component vector of float)
0:95 'pv3' ( noContraction temp 3-component vector of float)
0:95 'pv3' ( noContraction temp 3-component vector of float)
0:96 move second child to first child ( temp 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:96 fma ( global 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:97 move second child to first child ( temp double)
0:97 'd' ( noContraction temp double)
0:97 fma ( global double)
0:97 'd' ( noContraction temp double)
0:97 'd' ( noContraction temp double)
0:97 'd' ( noContraction temp double)
0:107 Function Definition: devi( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 'gl_DeviceIndex' ( in int DeviceIndex)
0:110 'gl_ViewIndex' ( in int ViewIndex)
0:121 Function Definition: devie( ( global void)
0:121 Function Parameters:
0:123 Sequence
0:123 'gl_DeviceIndex' ( in int DeviceIndex)
0:124 'gl_ViewIndex' ( in int ViewIndex)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 4-element array of int)
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'pv3' ( noContraction temp 3-component vector of float)
0:? 'pinbi' ( patch out block{ out int a})
0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float)
Linked tessellation control stage:
Shader version: 400
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
vertices = 4
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier ( global void)
0:17 Sequence
0:17 move second child to first child ( temp int)
0:17 'a' ( temp int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'p' ( temp 4-component vector of float)
0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp float)
0:24 'ps' ( temp float)
0:24 gl_PointSize: direct index for structure ( in float PointSize)
0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp float)
0:25 'cd' ( temp float)
0:25 direct index ( temp float ClipDistance)
0:25 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp int)
0:27 'pvi' ( temp int)
0:27 'gl_PatchVerticesIn' ( in int PatchVertices)
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'pid' ( temp int)
0:28 'gl_PrimitiveID' ( in int PrimitiveID)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'iid' ( temp int)
0:29 'gl_InvocationID' ( in int InvocationID)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_InvocationID' ( in int InvocationID)
0:31 Constant:
0:31 0 (const int)
0:31 'p' ( temp 4-component vector of float)
0:32 move second child to first child ( temp float)
0:32 gl_PointSize: direct index for structure ( out float PointSize)
0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_InvocationID' ( in int InvocationID)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' ( temp float)
0:33 move second child to first child ( temp float)
0:33 direct index ( temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance)
0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_InvocationID' ( in int InvocationID)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:33 'cd' ( temp float)
0:35 move second child to first child ( temp float)
0:35 direct index ( patch temp float TessLevelOuter)
0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child ( temp float)
0:36 direct index ( patch temp float TessLevelInner)
0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Greater Than ( temp bool)
0:38 'a' ( temp int)
0:38 Constant:
0:38 10 (const int)
0:38 true case
0:39 Barrier ( global void)
0:38 false case
0:41 Barrier ( global void)
0:43 Barrier ( global void)
0:47 Loop with condition not tested first
0:47 Loop Condition
0:47 Compare Greater Than ( temp bool)
0:47 'a' ( temp int)
0:47 Constant:
0:47 10 (const int)
0:47 Loop Body
0:46 Sequence
0:46 Barrier ( global void)
0:49 switch
0:49 condition
0:49 'a' ( temp int)
0:49 body
0:49 Sequence
0:50 default:
0:? Sequence
0:51 Barrier ( global void)
0:52 Branch: Break
0:54 Test condition and select ( temp int)
0:54 Condition
0:54 Compare Less Than ( temp bool)
0:54 'a' ( temp int)
0:54 Constant:
0:54 12 (const int)
0:54 true case
0:54 'a' ( temp int)
0:54 false case
0:54 Comma ( temp int)
0:54 Barrier ( global void)
0:54 'a' ( temp int)
0:56 Sequence
0:56 Barrier ( global void)
0:59 Branch: Return
0:61 Barrier ( global void)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 4-element array of int)
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'pv3' ( noContraction temp 3-component vector of float)
0:? 'pinbi' ( patch out block{ out int a})
0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float)

View File

@ -1,295 +0,0 @@
400.tese
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: 0:59: '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: 0:73: 'in' : type must be an array: ina
ERROR: 0:75: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:78: 'in' : type must be an array: bla
ERROR: 0:86: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:96: 'location' : overlapping use of location 24
ERROR: 0:99: 'location' : overlapping use of location 24
ERROR: 0:101: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved
ERROR: 0:109: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
ERROR: 0:110: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview
ERROR: 31 compilation errors. No code generated.
Shader version: 400
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:20 Function Definition: main( ( global 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 ( temp int)
0:24 'a' ( temp int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'p' ( temp 4-component vector of float)
0:32 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp float)
0:33 'ps' ( temp float)
0:33 gl_PointSize: direct index for structure ( in float PointSize)
0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp float)
0:34 'cd' ( temp float)
0:34 direct index ( temp float ClipDistance)
0:34 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp int)
0:36 'pvi' ( temp int)
0:36 'gl_PatchVerticesIn' ( in int PatchVertices)
0:37 Sequence
0:37 move second child to first child ( temp int)
0:37 'pid' ( temp int)
0:37 'gl_PrimitiveID' ( in int PrimitiveID)
0:38 Sequence
0:38 move second child to first child ( temp 3-component vector of float)
0:38 'tc' ( temp 3-component vector of float)
0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:39 Sequence
0:39 move second child to first child ( temp float)
0:39 'tlo' ( temp float)
0:39 direct index ( patch temp float TessLevelOuter)
0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child ( temp float)
0:40 'tli' ( temp float)
0:40 direct index ( patch temp float TessLevelInner)
0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp 4-component vector of float)
0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' ( temp 4-component vector of float)
0:43 move second child to first child ( temp float)
0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' ( temp float)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float ClipDistance)
0:44 gl_ClipDistance: direct index for structure ( out unsized 3-element array of float ClipDistance)
0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 'cd' ( temp float)
0:107 Function Definition: devi( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 'gl_DeviceIndex' ( in int DeviceIndex)
0:110 'gl_ViewIndex' ( in int ViewIndex)
0:121 Function Definition: devie( ( global void)
0:121 Function Parameters:
0:123 Sequence
0:123 'gl_DeviceIndex' ( in int DeviceIndex)
0:124 'gl_ViewIndex' ( in int ViewIndex)
0:? Linker Objects
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
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{ in 1-element array of float ClipDistance gl_ClipDistance})
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'bla' ( in block{ in int f})
0:? 'blb' ( in 32-element array of block{ in int f})
0:? 'blc' ( in 32-element array of block{ in int f})
0:? 'bld' ( in 32-element array of block{ in int f})
0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float)
0:? 'pinbi' ( patch in block{ in int a})
Linked tessellation evaluation stage:
Shader version: 400
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:20 Function Definition: main( ( global 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 ( temp int)
0:24 'a' ( temp int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'p' ( temp 4-component vector of float)
0:32 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp float)
0:33 'ps' ( temp float)
0:33 gl_PointSize: direct index for structure ( in float PointSize)
0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp float)
0:34 'cd' ( temp float)
0:34 direct index ( temp float ClipDistance)
0:34 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp int)
0:36 'pvi' ( temp int)
0:36 'gl_PatchVerticesIn' ( in int PatchVertices)
0:37 Sequence
0:37 move second child to first child ( temp int)
0:37 'pid' ( temp int)
0:37 'gl_PrimitiveID' ( in int PrimitiveID)
0:38 Sequence
0:38 move second child to first child ( temp 3-component vector of float)
0:38 'tc' ( temp 3-component vector of float)
0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:39 Sequence
0:39 move second child to first child ( temp float)
0:39 'tlo' ( temp float)
0:39 direct index ( patch temp float TessLevelOuter)
0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child ( temp float)
0:40 'tli' ( temp float)
0:40 direct index ( patch temp float TessLevelInner)
0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp 4-component vector of float)
0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' ( temp 4-component vector of float)
0:43 move second child to first child ( temp float)
0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' ( temp float)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float ClipDistance)
0:44 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance)
0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 'cd' ( temp float)
0:? Linker Objects
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
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{ in 1-element array of float ClipDistance gl_ClipDistance})
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'bla' ( in block{ in int f})
0:? 'blb' ( in 32-element array of block{ in int f})
0:? 'blc' ( in 32-element array of block{ in int f})
0:? 'bld' ( in 32-element array of block{ in int f})
0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float)
0:? 'pinbi' ( patch in block{ in int a})

View File

@ -1,555 +0,0 @@
400.vert
ERROR: 0:3: 'vertex-shader `double` type input' : not supported for this version or the enabled extensions
ERROR: 0:4: 'vertex-shader `double` type input' : not supported for this version or the enabled extensions
ERROR: 0:5: 'vertex-shader `double` type input' : not supported for this version or the enabled extensions
ERROR: 0:70: 'foo3' : no matching overloaded function found
ERROR: 0:76: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:77: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:78: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:81: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:82: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:83: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:86: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:87: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 0:88: 'foo3' : ambiguous best function under implicit type conversion
ERROR: 13 compilation errors. No code generated.
Shader version: 400
ERROR: node is still EOpNull!
0:8 Function Definition: foo1(d1;u1; ( global void)
0:8 Function Parameters:
0:8 'a' ( in double)
0:8 'b' ( in uint)
0:9 Function Definition: foo1(d1;i1; ( global void)
0:9 Function Parameters:
0:9 'a' ( in double)
0:9 'b' ( in int)
0:10 Function Definition: foo1(d1;f1; ( global void)
0:10 Function Parameters:
0:10 'a' ( in double)
0:10 'b' ( in float)
0:11 Function Definition: foo1(d1;d1; ( global void)
0:11 Function Parameters:
0:11 'a' ( in double)
0:11 'b' ( in double)
0:13 Function Definition: foo2(d1;f1; ( global void)
0:13 Function Parameters:
0:13 'a' ( in double)
0:13 'b' ( in float)
0:14 Function Definition: foo2(d1;d1; ( global void)
0:14 Function Parameters:
0:14 'a' ( in double)
0:14 'b' ( in double)
0:16 Function Definition: foo3(d1;f1; ( global void)
0:16 Function Parameters:
0:16 'a' ( in double)
0:16 'b' ( in float)
0:17 Function Definition: foo3(f1;d1; ( global void)
0:17 Function Parameters:
0:17 'a' ( in float)
0:17 'b' ( in double)
0:19 Function Definition: ftd(i1;f1;d1; ( global void)
0:19 Function Parameters:
0:19 '' ( in int)
0:19 '' ( in float)
0:19 '' ( in double)
0:20 Function Definition: ftd(u1;f1;d1; ( global void)
0:20 Function Parameters:
0:20 '' ( in uint)
0:20 '' ( in float)
0:20 '' ( in double)
0:21 Function Definition: ftd(f1;d1;d1; ( global void)
0:21 Function Parameters:
0:21 '' ( in float)
0:21 '' ( in double)
0:21 '' ( in double)
0:23 Function Definition: main( ( global void)
0:23 Function Parameters:
0:? Sequence
0:30 Function Call: foo1(d1;d1; ( global void)
0:30 'd' ( temp double)
0:30 'd' ( temp double)
0:31 Function Call: foo1(d1;u1; ( global void)
0:31 'd' ( temp double)
0:31 'u' ( temp uint)
0:32 Function Call: foo1(d1;i1; ( global void)
0:32 'd' ( temp double)
0:32 'i' ( temp int)
0:33 Function Call: foo1(d1;f1; ( global void)
0:33 'd' ( temp double)
0:33 'f' ( temp float)
0:35 Function Call: foo1(d1;d1; ( global void)
0:35 Convert float to double ( temp double)
0:35 'f' ( temp float)
0:35 'd' ( temp double)
0:36 Function Call: foo1(d1;u1; ( global void)
0:36 Convert float to double ( temp double)
0:36 'f' ( temp float)
0:36 'u' ( temp uint)
0:37 Function Call: foo1(d1;i1; ( global void)
0:37 Convert float to double ( temp double)
0:37 'f' ( temp float)
0:37 'i' ( temp int)
0:38 Function Call: foo1(d1;f1; ( global void)
0:38 Convert float to double ( temp double)
0:38 'f' ( temp float)
0:38 'f' ( temp float)
0:40 Function Call: foo1(d1;d1; ( global void)
0:40 Convert uint to double ( temp double)
0:40 'u' ( temp uint)
0:40 'd' ( temp double)
0:41 Function Call: foo1(d1;u1; ( global void)
0:41 Convert uint to double ( temp double)
0:41 'u' ( temp uint)
0:41 'u' ( temp uint)
0:42 Function Call: foo1(d1;i1; ( global void)
0:42 Convert uint to double ( temp double)
0:42 'u' ( temp uint)
0:42 'i' ( temp int)
0:43 Function Call: foo1(d1;f1; ( global void)
0:43 Convert uint to double ( temp double)
0:43 'u' ( temp uint)
0:43 'f' ( temp float)
0:45 Function Call: foo1(d1;d1; ( global void)
0:45 Convert int to double ( temp double)
0:45 'i' ( temp int)
0:45 'd' ( temp double)
0:46 Function Call: foo1(d1;u1; ( global void)
0:46 Convert int to double ( temp double)
0:46 'i' ( temp int)
0:46 'u' ( temp uint)
0:47 Function Call: foo1(d1;i1; ( global void)
0:47 Convert int to double ( temp double)
0:47 'i' ( temp int)
0:47 'i' ( temp int)
0:48 Function Call: foo1(d1;f1; ( global void)
0:48 Convert int to double ( temp double)
0:48 'i' ( temp int)
0:48 'f' ( temp float)
0:50 Function Call: foo2(d1;d1; ( global void)
0:50 'd' ( temp double)
0:50 'd' ( temp double)
0:51 Function Call: foo2(d1;f1; ( global void)
0:51 'd' ( temp double)
0:51 Convert uint to float ( temp float)
0:51 'u' ( temp uint)
0:52 Function Call: foo2(d1;f1; ( global void)
0:52 'd' ( temp double)
0:52 Convert int to float ( temp float)
0:52 'i' ( temp int)
0:53 Function Call: foo2(d1;f1; ( global void)
0:53 'd' ( temp double)
0:53 'f' ( temp float)
0:55 Function Call: foo2(d1;d1; ( global void)
0:55 Convert float to double ( temp double)
0:55 'f' ( temp float)
0:55 'd' ( temp double)
0:56 Function Call: foo2(d1;f1; ( global void)
0:56 Convert float to double ( temp double)
0:56 'f' ( temp float)
0:56 Convert uint to float ( temp float)
0:56 'u' ( temp uint)
0:57 Function Call: foo2(d1;f1; ( global void)
0:57 Convert float to double ( temp double)
0:57 'f' ( temp float)
0:57 Convert int to float ( temp float)
0:57 'i' ( temp int)
0:58 Function Call: foo2(d1;f1; ( global void)
0:58 Convert float to double ( temp double)
0:58 'f' ( temp float)
0:58 'f' ( temp float)
0:60 Function Call: foo2(d1;d1; ( global void)
0:60 Convert uint to double ( temp double)
0:60 'u' ( temp uint)
0:60 'd' ( temp double)
0:61 Function Call: foo2(d1;f1; ( global void)
0:61 Convert uint to double ( temp double)
0:61 'u' ( temp uint)
0:61 Convert uint to float ( temp float)
0:61 'u' ( temp uint)
0:62 Function Call: foo2(d1;f1; ( global void)
0:62 Convert uint to double ( temp double)
0:62 'u' ( temp uint)
0:62 Convert int to float ( temp float)
0:62 'i' ( temp int)
0:63 Function Call: foo2(d1;f1; ( global void)
0:63 Convert uint to double ( temp double)
0:63 'u' ( temp uint)
0:63 'f' ( temp float)
0:65 Function Call: foo2(d1;d1; ( global void)
0:65 Convert int to double ( temp double)
0:65 'i' ( temp int)
0:65 'd' ( temp double)
0:66 Function Call: foo2(d1;f1; ( global void)
0:66 Convert int to double ( temp double)
0:66 'i' ( temp int)
0:66 Convert uint to float ( temp float)
0:66 'u' ( temp uint)
0:67 Function Call: foo2(d1;f1; ( global void)
0:67 Convert int to double ( temp double)
0:67 'i' ( temp int)
0:67 Convert int to float ( temp float)
0:67 'i' ( temp int)
0:68 Function Call: foo2(d1;f1; ( global void)
0:68 Convert int to double ( temp double)
0:68 'i' ( temp int)
0:68 'f' ( temp float)
0:70 Constant:
0:70 0.000000
0:71 Function Call: foo3(d1;f1; ( global void)
0:71 'd' ( temp double)
0:71 Convert uint to float ( temp float)
0:71 'u' ( temp uint)
0:72 Function Call: foo3(d1;f1; ( global void)
0:72 'd' ( temp double)
0:72 Convert int to float ( temp float)
0:72 'i' ( temp int)
0:73 Function Call: foo3(d1;f1; ( global void)
0:73 'd' ( temp double)
0:73 'f' ( temp float)
0:75 Function Call: foo3(f1;d1; ( global void)
0:75 'f' ( temp float)
0:75 'd' ( temp double)
0:76 Function Call: foo3(d1;f1; ( global void)
0:76 Convert float to double ( temp double)
0:76 'f' ( temp float)
0:76 Convert uint to float ( temp float)
0:76 'u' ( temp uint)
0:77 Function Call: foo3(d1;f1; ( global void)
0:77 Convert float to double ( temp double)
0:77 'f' ( temp float)
0:77 Convert int to float ( temp float)
0:77 'i' ( temp int)
0:78 Function Call: foo3(d1;f1; ( global void)
0:78 Convert float to double ( temp double)
0:78 'f' ( temp float)
0:78 'f' ( temp float)
0:80 Function Call: foo3(f1;d1; ( global void)
0:80 Convert uint to float ( temp float)
0:80 'u' ( temp uint)
0:80 'd' ( temp double)
0:81 Function Call: foo3(d1;f1; ( global void)
0:81 Convert uint to double ( temp double)
0:81 'u' ( temp uint)
0:81 Convert uint to float ( temp float)
0:81 'u' ( temp uint)
0:82 Function Call: foo3(d1;f1; ( global void)
0:82 Convert uint to double ( temp double)
0:82 'u' ( temp uint)
0:82 Convert int to float ( temp float)
0:82 'i' ( temp int)
0:83 Function Call: foo3(d1;f1; ( global void)
0:83 Convert uint to double ( temp double)
0:83 'u' ( temp uint)
0:83 'f' ( temp float)
0:85 Function Call: foo3(f1;d1; ( global void)
0:85 Convert int to float ( temp float)
0:85 'i' ( temp int)
0:85 'd' ( temp double)
0:86 Function Call: foo3(d1;f1; ( global void)
0:86 Convert int to double ( temp double)
0:86 'i' ( temp int)
0:86 Convert uint to float ( temp float)
0:86 'u' ( temp uint)
0:87 Function Call: foo3(d1;f1; ( global void)
0:87 Convert int to double ( temp double)
0:87 'i' ( temp int)
0:87 Convert int to float ( temp float)
0:87 'i' ( temp int)
0:88 Function Call: foo3(d1;f1; ( global void)
0:88 Convert int to double ( temp double)
0:88 'i' ( temp int)
0:88 'f' ( temp float)
0:90 Function Call: ftd(i1;f1;d1; ( global void)
0:90 'i' ( temp int)
0:90 'f' ( temp float)
0:90 Convert float to double ( temp double)
0:90 'f' ( temp float)
0:91 Function Call: ftd(u1;f1;d1; ( global void)
0:91 'u' ( temp uint)
0:91 'f' ( temp float)
0:91 Convert float to double ( temp double)
0:91 'f' ( temp float)
0:97 Function Definition: tf( ( global void)
0:97 Function Parameters:
0:? Sequence
0:104 Function Call: itf(i1;f1;i1; ( global void)
0:104 'i' ( temp int)
0:104 Convert int to float ( temp float)
0:104 'i' ( temp int)
0:104 'i' ( temp int)
0:105 Function Call: itf(i1;f1;i1; ( global void)
0:105 'i' ( temp int)
0:105 Convert uint to float ( temp float)
0:105 'u' ( temp uint)
0:105 'i' ( temp int)
0:? Linker Objects
0:? 'd' ( in double)
0:? 'd3' ( in 3-component vector of double)
0:? 'dm4' ( in 4X4 matrix of double)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 400
ERROR: node is still EOpNull!
0:8 Function Definition: foo1(d1;u1; ( global void)
0:8 Function Parameters:
0:8 'a' ( in double)
0:8 'b' ( in uint)
0:9 Function Definition: foo1(d1;i1; ( global void)
0:9 Function Parameters:
0:9 'a' ( in double)
0:9 'b' ( in int)
0:10 Function Definition: foo1(d1;f1; ( global void)
0:10 Function Parameters:
0:10 'a' ( in double)
0:10 'b' ( in float)
0:11 Function Definition: foo1(d1;d1; ( global void)
0:11 Function Parameters:
0:11 'a' ( in double)
0:11 'b' ( in double)
0:13 Function Definition: foo2(d1;f1; ( global void)
0:13 Function Parameters:
0:13 'a' ( in double)
0:13 'b' ( in float)
0:14 Function Definition: foo2(d1;d1; ( global void)
0:14 Function Parameters:
0:14 'a' ( in double)
0:14 'b' ( in double)
0:16 Function Definition: foo3(d1;f1; ( global void)
0:16 Function Parameters:
0:16 'a' ( in double)
0:16 'b' ( in float)
0:17 Function Definition: foo3(f1;d1; ( global void)
0:17 Function Parameters:
0:17 'a' ( in float)
0:17 'b' ( in double)
0:19 Function Definition: ftd(i1;f1;d1; ( global void)
0:19 Function Parameters:
0:19 '' ( in int)
0:19 '' ( in float)
0:19 '' ( in double)
0:20 Function Definition: ftd(u1;f1;d1; ( global void)
0:20 Function Parameters:
0:20 '' ( in uint)
0:20 '' ( in float)
0:20 '' ( in double)
0:23 Function Definition: main( ( global void)
0:23 Function Parameters:
0:? Sequence
0:30 Function Call: foo1(d1;d1; ( global void)
0:30 'd' ( temp double)
0:30 'd' ( temp double)
0:31 Function Call: foo1(d1;u1; ( global void)
0:31 'd' ( temp double)
0:31 'u' ( temp uint)
0:32 Function Call: foo1(d1;i1; ( global void)
0:32 'd' ( temp double)
0:32 'i' ( temp int)
0:33 Function Call: foo1(d1;f1; ( global void)
0:33 'd' ( temp double)
0:33 'f' ( temp float)
0:35 Function Call: foo1(d1;d1; ( global void)
0:35 Convert float to double ( temp double)
0:35 'f' ( temp float)
0:35 'd' ( temp double)
0:36 Function Call: foo1(d1;u1; ( global void)
0:36 Convert float to double ( temp double)
0:36 'f' ( temp float)
0:36 'u' ( temp uint)
0:37 Function Call: foo1(d1;i1; ( global void)
0:37 Convert float to double ( temp double)
0:37 'f' ( temp float)
0:37 'i' ( temp int)
0:38 Function Call: foo1(d1;f1; ( global void)
0:38 Convert float to double ( temp double)
0:38 'f' ( temp float)
0:38 'f' ( temp float)
0:40 Function Call: foo1(d1;d1; ( global void)
0:40 Convert uint to double ( temp double)
0:40 'u' ( temp uint)
0:40 'd' ( temp double)
0:41 Function Call: foo1(d1;u1; ( global void)
0:41 Convert uint to double ( temp double)
0:41 'u' ( temp uint)
0:41 'u' ( temp uint)
0:42 Function Call: foo1(d1;i1; ( global void)
0:42 Convert uint to double ( temp double)
0:42 'u' ( temp uint)
0:42 'i' ( temp int)
0:43 Function Call: foo1(d1;f1; ( global void)
0:43 Convert uint to double ( temp double)
0:43 'u' ( temp uint)
0:43 'f' ( temp float)
0:45 Function Call: foo1(d1;d1; ( global void)
0:45 Convert int to double ( temp double)
0:45 'i' ( temp int)
0:45 'd' ( temp double)
0:46 Function Call: foo1(d1;u1; ( global void)
0:46 Convert int to double ( temp double)
0:46 'i' ( temp int)
0:46 'u' ( temp uint)
0:47 Function Call: foo1(d1;i1; ( global void)
0:47 Convert int to double ( temp double)
0:47 'i' ( temp int)
0:47 'i' ( temp int)
0:48 Function Call: foo1(d1;f1; ( global void)
0:48 Convert int to double ( temp double)
0:48 'i' ( temp int)
0:48 'f' ( temp float)
0:50 Function Call: foo2(d1;d1; ( global void)
0:50 'd' ( temp double)
0:50 'd' ( temp double)
0:51 Function Call: foo2(d1;f1; ( global void)
0:51 'd' ( temp double)
0:51 Convert uint to float ( temp float)
0:51 'u' ( temp uint)
0:52 Function Call: foo2(d1;f1; ( global void)
0:52 'd' ( temp double)
0:52 Convert int to float ( temp float)
0:52 'i' ( temp int)
0:53 Function Call: foo2(d1;f1; ( global void)
0:53 'd' ( temp double)
0:53 'f' ( temp float)
0:55 Function Call: foo2(d1;d1; ( global void)
0:55 Convert float to double ( temp double)
0:55 'f' ( temp float)
0:55 'd' ( temp double)
0:56 Function Call: foo2(d1;f1; ( global void)
0:56 Convert float to double ( temp double)
0:56 'f' ( temp float)
0:56 Convert uint to float ( temp float)
0:56 'u' ( temp uint)
0:57 Function Call: foo2(d1;f1; ( global void)
0:57 Convert float to double ( temp double)
0:57 'f' ( temp float)
0:57 Convert int to float ( temp float)
0:57 'i' ( temp int)
0:58 Function Call: foo2(d1;f1; ( global void)
0:58 Convert float to double ( temp double)
0:58 'f' ( temp float)
0:58 'f' ( temp float)
0:60 Function Call: foo2(d1;d1; ( global void)
0:60 Convert uint to double ( temp double)
0:60 'u' ( temp uint)
0:60 'd' ( temp double)
0:61 Function Call: foo2(d1;f1; ( global void)
0:61 Convert uint to double ( temp double)
0:61 'u' ( temp uint)
0:61 Convert uint to float ( temp float)
0:61 'u' ( temp uint)
0:62 Function Call: foo2(d1;f1; ( global void)
0:62 Convert uint to double ( temp double)
0:62 'u' ( temp uint)
0:62 Convert int to float ( temp float)
0:62 'i' ( temp int)
0:63 Function Call: foo2(d1;f1; ( global void)
0:63 Convert uint to double ( temp double)
0:63 'u' ( temp uint)
0:63 'f' ( temp float)
0:65 Function Call: foo2(d1;d1; ( global void)
0:65 Convert int to double ( temp double)
0:65 'i' ( temp int)
0:65 'd' ( temp double)
0:66 Function Call: foo2(d1;f1; ( global void)
0:66 Convert int to double ( temp double)
0:66 'i' ( temp int)
0:66 Convert uint to float ( temp float)
0:66 'u' ( temp uint)
0:67 Function Call: foo2(d1;f1; ( global void)
0:67 Convert int to double ( temp double)
0:67 'i' ( temp int)
0:67 Convert int to float ( temp float)
0:67 'i' ( temp int)
0:68 Function Call: foo2(d1;f1; ( global void)
0:68 Convert int to double ( temp double)
0:68 'i' ( temp int)
0:68 'f' ( temp float)
0:70 Constant:
0:70 0.000000
0:71 Function Call: foo3(d1;f1; ( global void)
0:71 'd' ( temp double)
0:71 Convert uint to float ( temp float)
0:71 'u' ( temp uint)
0:72 Function Call: foo3(d1;f1; ( global void)
0:72 'd' ( temp double)
0:72 Convert int to float ( temp float)
0:72 'i' ( temp int)
0:73 Function Call: foo3(d1;f1; ( global void)
0:73 'd' ( temp double)
0:73 'f' ( temp float)
0:75 Function Call: foo3(f1;d1; ( global void)
0:75 'f' ( temp float)
0:75 'd' ( temp double)
0:76 Function Call: foo3(d1;f1; ( global void)
0:76 Convert float to double ( temp double)
0:76 'f' ( temp float)
0:76 Convert uint to float ( temp float)
0:76 'u' ( temp uint)
0:77 Function Call: foo3(d1;f1; ( global void)
0:77 Convert float to double ( temp double)
0:77 'f' ( temp float)
0:77 Convert int to float ( temp float)
0:77 'i' ( temp int)
0:78 Function Call: foo3(d1;f1; ( global void)
0:78 Convert float to double ( temp double)
0:78 'f' ( temp float)
0:78 'f' ( temp float)
0:80 Function Call: foo3(f1;d1; ( global void)
0:80 Convert uint to float ( temp float)
0:80 'u' ( temp uint)
0:80 'd' ( temp double)
0:81 Function Call: foo3(d1;f1; ( global void)
0:81 Convert uint to double ( temp double)
0:81 'u' ( temp uint)
0:81 Convert uint to float ( temp float)
0:81 'u' ( temp uint)
0:82 Function Call: foo3(d1;f1; ( global void)
0:82 Convert uint to double ( temp double)
0:82 'u' ( temp uint)
0:82 Convert int to float ( temp float)
0:82 'i' ( temp int)
0:83 Function Call: foo3(d1;f1; ( global void)
0:83 Convert uint to double ( temp double)
0:83 'u' ( temp uint)
0:83 'f' ( temp float)
0:85 Function Call: foo3(f1;d1; ( global void)
0:85 Convert int to float ( temp float)
0:85 'i' ( temp int)
0:85 'd' ( temp double)
0:86 Function Call: foo3(d1;f1; ( global void)
0:86 Convert int to double ( temp double)
0:86 'i' ( temp int)
0:86 Convert uint to float ( temp float)
0:86 'u' ( temp uint)
0:87 Function Call: foo3(d1;f1; ( global void)
0:87 Convert int to double ( temp double)
0:87 'i' ( temp int)
0:87 Convert int to float ( temp float)
0:87 'i' ( temp int)
0:88 Function Call: foo3(d1;f1; ( global void)
0:88 Convert int to double ( temp double)
0:88 'i' ( temp int)
0:88 'f' ( temp float)
0:90 Function Call: ftd(i1;f1;d1; ( global void)
0:90 'i' ( temp int)
0:90 'f' ( temp float)
0:90 Convert float to double ( temp double)
0:90 'f' ( temp float)
0:91 Function Call: ftd(u1;f1;d1; ( global void)
0:91 'u' ( temp uint)
0:91 'f' ( temp float)
0:91 Convert float to double ( temp double)
0:91 'f' ( temp float)
0:? Linker Objects
0:? 'd' ( in double)
0:? 'd3' ( in 3-component vector of double)
0:? 'dm4' ( in 4X4 matrix of double)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

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@ -1,82 +0,0 @@
410.geom
ERROR: 0:8: 'myIn' : cannot redeclare a built-in block with a user name
ERROR: 0:12: 'gl_myIn' : no declaration found for redeclaration
ERROR: 0:20: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 0:32: 'gl_Position' : no such field in structure
ERROR: 0:32: '=' : cannot convert from ' temp block{ in float PointSize gl_PointSize}' to ' temp 4-component vector of float'
ERROR: 0:33: 'gl_Position' : member of nameless block was not redeclared
ERROR: 0:33: 'assign' : cannot convert from ' const 4-component vector of float' to 'layout( stream=0) gl_Position void Position'
WARNING: 0:38: 'return' : type conversion on return values was not explicitly allowed until version 420
ERROR: 7 compilation errors. No code generated.
Shader version: 410
invocations = -1
max_vertices = -1
input primitive = none
output primitive = none
ERROR: node is still EOpNull!
0:3 Function Definition: main( ( global void)
0:3 Function Parameters:
0:5 Sequence
0:5 move second child to first child ( temp int)
0:5 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex)
0:5 Constant:
0:5 7 (const int)
0:28 Function Definition: foo( ( global void)
0:28 Function Parameters:
0:30 Sequence
0:30 Sequence
0:30 move second child to first child ( temp float)
0:30 'p' ( temp float)
0:30 gl_PointSize: direct index for structure ( in float PointSize)
0:30 direct index ( temp block{ in float PointSize gl_PointSize})
0:30 'gl_in' ( in unsized 2-element array of block{ in float PointSize gl_PointSize})
0:30 Constant:
0:30 1 (const int)
0:30 Constant:
0:30 0 (const int)
0:31 move second child to first child ( temp float)
0:31 gl_PointSize: direct index for structure (layout( stream=0) gl_PointSize float PointSize)
0:31 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, })
0:31 Constant:
0:31 1 (const uint)
0:31 'p' ( temp float)
0:33 gl_Position: direct index for structure (layout( stream=0) gl_Position void Position)
0:33 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, })
0:33 Constant:
0:33 0 (const uint)
0:36 Function Definition: foo5( ( global float)
0:36 Function Parameters:
0:38 Sequence
0:38 Branch: Return with expression
0:38 Constant:
0:38 4.000000
0:? Linker Objects
0:? 'gl_in' ( in unsized 2-element array of block{ in float PointSize gl_PointSize})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, })
Linked geometry stage:
ERROR: Linking geometry stage: At least one shader must specify an input layout primitive
ERROR: Linking geometry stage: At least one shader must specify an output layout primitive
ERROR: Linking geometry stage: At least one shader must specify a layout(max_vertices = value)
Shader version: 410
invocations = 1
max_vertices = -1
input primitive = none
output primitive = none
ERROR: node is still EOpNull!
0:3 Function Definition: main( ( global void)
0:3 Function Parameters:
0:5 Sequence
0:5 move second child to first child ( temp int)
0:5 'gl_ViewportIndex' (layout( stream=0) out int ViewportIndex)
0:5 Constant:
0:5 7 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 2-element array of block{ in float PointSize gl_PointSize})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, })

View File

@ -1,30 +0,0 @@
410.tesc
ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier
ERROR: 1 compilation errors. No code generated.
Shader version: 400
vertices = -1
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'gl_out' ( out unsized 1-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 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=...)
Shader version: 400
vertices = -1
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'gl_out' ( out 1-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 1-element array of int)
0:? 'patchOut' ( patch out 4-component vector of float)

View File

@ -1,27 +0,0 @@
410.vert
Shader version: 410
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:? Linker Objects
0:? 'd' ( in double)
0:? 'd3' ( in 3-component vector of double)
0:? 'dm4' ( in 4X4 matrix of double)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 410
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:? Linker Objects
0:? 'd' ( in double)
0:? 'd3' ( in 3-component vector of double)
0:? 'dm4' ( in 4X4 matrix of double)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,121 +0,0 @@
420.comp
ERROR: 0:3: 'gl_WorkGroupSize' : not supported for this version or the enabled extensions
ERROR: 1 compilation errors. No code generated.
Shader version: 420
Requested GL_ARB_compute_shader
local_size = (2, 4, 6)
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp 3-component vector of float)
0:13 'sfoo' ( shared 3-component vector of float)
0:13 Constant:
0:13 2.000000
0:13 4.000000
0:13 6.000000
0:14 add second child into first child ( temp 3-component vector of float)
0:14 'sfoo' ( shared 3-component vector of float)
0:14 Convert uint to float ( temp 3-component vector of float)
0:14 add ( temp 3-component vector of uint)
0:14 add ( temp 3-component vector of uint)
0:14 add ( temp 3-component vector of uint)
0:14 add ( temp 3-component vector of uint)
0:14 Constant:
0:14 2 (const uint)
0:14 4 (const uint)
0:14 6 (const uint)
0:14 'gl_NumWorkGroups' ( in 3-component vector of uint NumWorkGroups)
0:14 'gl_WorkGroupID' ( in 3-component vector of uint WorkGroupID)
0:14 'gl_LocalInvocationID' ( in 3-component vector of uint LocalInvocationID)
0:14 'gl_GlobalInvocationID' ( in 3-component vector of uint GlobalInvocationID)
0:15 vector scale second child into first child ( temp 3-component vector of float)
0:15 'sfoo' ( shared 3-component vector of float)
0:15 Convert uint to float ( temp float)
0:15 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex)
0:16 add second child into first child ( temp 3-component vector of float)
0:16 'sfoo' ( shared 3-component vector of float)
0:16 Constant:
0:16 66559.000000
0:16 66559.000000
0:16 65599.000000
0:17 vector scale second child into first child ( temp 3-component vector of float)
0:17 'sfoo' ( shared 3-component vector of float)
0:17 Constant:
0:17 1057.000000
0:23 Barrier ( global void)
0:24 MemoryBarrier ( global void)
0:25 MemoryBarrierAtomicCounter ( global void)
0:26 MemoryBarrierBuffer ( global void)
0:27 MemoryBarrierImage ( global void)
0:28 MemoryBarrierShared ( global void)
0:29 GroupMemoryBarrier ( global void)
0:? Linker Objects
0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize)
0:? 2 (const uint)
0:? 4 (const uint)
0:? 6 (const uint)
0:? 'sfoo' ( shared 3-component vector of float)
Linked compute stage:
Shader version: 420
Requested GL_ARB_compute_shader
local_size = (2, 4, 6)
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp 3-component vector of float)
0:13 'sfoo' ( shared 3-component vector of float)
0:13 Constant:
0:13 2.000000
0:13 4.000000
0:13 6.000000
0:14 add second child into first child ( temp 3-component vector of float)
0:14 'sfoo' ( shared 3-component vector of float)
0:14 Convert uint to float ( temp 3-component vector of float)
0:14 add ( temp 3-component vector of uint)
0:14 add ( temp 3-component vector of uint)
0:14 add ( temp 3-component vector of uint)
0:14 add ( temp 3-component vector of uint)
0:14 Constant:
0:14 2 (const uint)
0:14 4 (const uint)
0:14 6 (const uint)
0:14 'gl_NumWorkGroups' ( in 3-component vector of uint NumWorkGroups)
0:14 'gl_WorkGroupID' ( in 3-component vector of uint WorkGroupID)
0:14 'gl_LocalInvocationID' ( in 3-component vector of uint LocalInvocationID)
0:14 'gl_GlobalInvocationID' ( in 3-component vector of uint GlobalInvocationID)
0:15 vector scale second child into first child ( temp 3-component vector of float)
0:15 'sfoo' ( shared 3-component vector of float)
0:15 Convert uint to float ( temp float)
0:15 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex)
0:16 add second child into first child ( temp 3-component vector of float)
0:16 'sfoo' ( shared 3-component vector of float)
0:16 Constant:
0:16 66559.000000
0:16 66559.000000
0:16 65599.000000
0:17 vector scale second child into first child ( temp 3-component vector of float)
0:17 'sfoo' ( shared 3-component vector of float)
0:17 Constant:
0:17 1057.000000
0:23 Barrier ( global void)
0:24 MemoryBarrier ( global void)
0:25 MemoryBarrierAtomicCounter ( global void)
0:26 MemoryBarrierBuffer ( global void)
0:27 MemoryBarrierImage ( global void)
0:28 MemoryBarrierShared ( global void)
0:29 GroupMemoryBarrier ( global void)
0:? Linker Objects
0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize)
0:? 2 (const uint)
0:? 4 (const uint)
0:? 6 (const uint)
0:? 'sfoo' ( shared 3-component vector of float)

View File

@ -1,42 +0,0 @@
420.frag
ERROR: 0:4: 'redeclaration' : all redeclarations must use the same depth layout on gl_FragDepth
ERROR: 0:11: 'layout qualifier' : can only apply depth layout to gl_FragDepth
ERROR: 0:12: 'gl_FragDepth' : cannot redeclare after use
ERROR: 0:14: 'atomic_uint' : array must be explicitly sized
ERROR: 4 compilation errors. No code generated.
Shader version: 420
using depth_any
ERROR: node is still EOpNull!
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:8 Constant:
0:8 0.300000
0:? Linker Objects
0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:? 'depth' ( smooth in float)
0:? 'a' (layout( binding=0 offset=0) uniform unsized 1-element array of atomic_uint)
Linked fragment stage:
Shader version: 420
using depth_any
ERROR: node is still EOpNull!
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:8 Constant:
0:8 0.300000
0:? Linker Objects
0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:? 'depth' ( smooth in float)
0:? 'a' (layout( binding=0 offset=0) uniform 1-element array of atomic_uint)

View File

@ -1,152 +0,0 @@
420.geom
ERROR: 0:9: 'length' : array must first be sized by a redeclaration or layout qualifier
ERROR: 0:11: '[' : array must be sized by a redeclaration or layout qualifier before being indexed with a variable
ERROR: 0:42: 'assign' : l-value required (can't modify a const)
ERROR: 0:43: 'assign' : l-value required "v4" (can't modify a uniform)
ERROR: 0:48: 'gl_PointSize' : cannot change arrayness of redeclared block member
ERROR: 0:49: 'gl_ClipDistance' : cannot change arrayness of redeclared block member
ERROR: 6 compilation errors. No code generated.
Shader version: 420
invocations = -1
max_vertices = -1
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:7 Function Definition: foo( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 Constant:
0:9 1 (const int)
0:10 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:10 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 1 (const int)
0:10 Constant:
0:10 0 (const int)
0:11 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:11 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:11 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:11 'i' ( global int)
0:11 Constant:
0:11 0 (const int)
0:18 Function Definition: foo3( ( global void)
0:18 Function Parameters:
0:20 Sequence
0:20 Constant:
0:20 3 (const int)
0:21 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:21 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:21 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:21 'i' ( global int)
0:21 Constant:
0:21 0 (const int)
0:22 Constant:
0:22 3 (const int)
0:29 Function Definition: foo4( ( global void)
0:29 Function Parameters:
0:? Sequence
0:40 Sequence
0:40 move second child to first child ( temp 4-component vector of float)
0:40 'v' ( temp 4-component vector of float)
0:40 textureGatherOffset ( global 4-component vector of float)
0:40 's2D' ( uniform sampler2D)
0:40 direct index ( temp 2-component vector of float)
0:40 'coord' ( in 3-element array of 2-component vector of float)
0:40 Constant:
0:40 0 (const int)
0:40 vector swizzle ( temp 2-component vector of int)
0:40 indirect index ( temp 2-component vector of int)
0:40 Constant:
0:40 0 (const int)
0:40 1 (const int)
0:40 1 (const int)
0:40 -2 (const int)
0:40 0 (const int)
0:40 3 (const int)
0:40 -3 (const int)
0:40 0 (const int)
0:40 2 (const int)
0:40 1 (const int)
0:40 'i' ( global int)
0:40 Sequence
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp 2-component vector of int)
0:42 vector swizzle ( temp 2-component vector of int)
0:42 indirect index ( temp 2-component vector of int)
0:42 Constant:
0:42 0 (const int)
0:42 1 (const int)
0:42 1 (const int)
0:42 -2 (const int)
0:42 0 (const int)
0:42 3 (const int)
0:42 -3 (const int)
0:42 0 (const int)
0:42 2 (const int)
0:42 1 (const int)
0:42 'i' ( global int)
0:42 Sequence
0:42 Constant:
0:42 0 (const int)
0:42 Constant:
0:42 1 (const int)
0:42 Constant:
0:42 3 (const int)
0:42 3 (const int)
0:43 move second child to first child ( temp float)
0:43 direct index ( temp float)
0:43 'v4' ( uniform 4-component vector of float)
0:43 Constant:
0:43 0 (const int)
0:43 Constant:
0:43 3.200000
0:44 vector swizzle ( temp 2-component vector of float)
0:44 'v4' ( uniform 4-component vector of float)
0:44 Sequence
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
0:44 1 (const int)
0:52 Function Definition: foo5( ( global float)
0:52 Function Parameters:
0:54 Sequence
0:54 Branch: Return with expression
0:54 Convert int to float ( temp float)
0:54 'i' ( global int)
0:? Linker Objects
0:? 'i' ( global int)
0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'color3' ( in 3-element array of 4-component vector of float)
0:? 's2D' ( uniform sampler2D)
0:? 'coord' ( in 3-element array of 2-component vector of float)
0:? 'v4' ( uniform 4-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance})
Linked geometry stage:
ERROR: Linking geometry stage: Missing entry point: Each stage requires one entry point
ERROR: Linking geometry stage: At least one shader must specify an output layout primitive
ERROR: Linking geometry stage: At least one shader must specify a layout(max_vertices = value)
Shader version: 420
invocations = 1
max_vertices = -1
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'i' ( global int)
0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:? 'color3' ( in 3-element array of 4-component vector of float)
0:? 's2D' ( uniform sampler2D)
0:? 'coord' ( in 3-element array of 2-component vector of float)
0:? 'v4' ( uniform 4-component vector of float)
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance})

View File

@ -1,194 +0,0 @@
420.tesc
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 ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}'
ERROR: 0:29: 'out' : type must be an array: outf
ERROR: 0:43: 'vertices' : must be greater than 0
ERROR: 7 compilation errors. No code generated.
Shader version: 420
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'p' ( temp 4-component vector of float)
0:17 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp float)
0:18 'ps' ( temp float)
0:18 gl_PointSize: direct index for structure ( in float PointSize)
0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp float)
0:19 'cd' ( temp float)
0:19 direct index ( temp float ClipDistance)
0:19 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance 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 ( temp int)
0:21 'pvi' ( temp int)
0:21 'gl_PatchVerticesIn' ( in int PatchVertices)
0:22 Sequence
0:22 move second child to first child ( temp int)
0:22 'pid' ( temp int)
0:22 'gl_PrimitiveID' ( in int PrimitiveID)
0:23 Sequence
0:23 move second child to first child ( temp int)
0:23 'iid' ( temp int)
0:23 'gl_InvocationID' ( in int InvocationID)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:25 'gl_InvocationID' ( in int InvocationID)
0:25 Constant:
0:25 0 (const int)
0:25 'p' ( temp 4-component vector of float)
0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:26 'gl_InvocationID' ( in int InvocationID)
0:34 Function Definition: foo( ( global void)
0:34 Function Parameters:
0:36 Sequence
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 logical-or ( temp bool)
0:36 Compare Not Equal ( temp bool)
0:36 Constant:
0:36 -0.625000
0:36 -0.500000
0:36 -0.375000
0:36 -0.250000
0:36 -0.375000
0:36 -0.250000
0:36 -0.125000
0:36 0.000000
0:36 direct index (layout( location=0) temp 2X4 matrix of double)
0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
0:36 Constant:
0:36 0 (const int)
0:37 Compare Not Equal ( temp bool)
0:37 Constant:
0:37 0.375000
0:37 0.500000
0:37 0.625000
0:37 0.750000
0:37 0.625000
0:37 0.750000
0:37 0.875000
0:37 -0.625000
0:37 direct index (layout( location=12) temp 2X4 matrix of double)
0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
0:37 Constant:
0:37 0 (const int)
0:36 true case is null
0:? Linker Objects
0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position 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)
0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
Linked tessellation control stage:
Shader version: 420
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'p' ( temp 4-component vector of float)
0:17 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp float)
0:18 'ps' ( temp float)
0:18 gl_PointSize: direct index for structure ( in float PointSize)
0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp float)
0:19 'cd' ( temp float)
0:19 direct index ( temp float ClipDistance)
0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance 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 ( temp int)
0:21 'pvi' ( temp int)
0:21 'gl_PatchVerticesIn' ( in int PatchVertices)
0:22 Sequence
0:22 move second child to first child ( temp int)
0:22 'pid' ( temp int)
0:22 'gl_PrimitiveID' ( in int PrimitiveID)
0:23 Sequence
0:23 move second child to first child ( temp int)
0:23 'iid' ( temp int)
0:23 'gl_InvocationID' ( in int InvocationID)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:25 'gl_InvocationID' ( in int InvocationID)
0:25 Constant:
0:25 0 (const int)
0:25 'p' ( temp 4-component vector of float)
0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:26 'gl_InvocationID' ( in int InvocationID)
0:? Linker Objects
0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position 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)
0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)

View File

@ -1,364 +0,0 @@
420.tese
ERROR: 0:7: '=' : cannot convert from ' const 3-element array of float' to ' global 2-element array of float'
ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float
ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float
ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float
ERROR: 0:25: 'initializer list' : wrong number of structure members
ERROR: 0:27: '=' : cannot convert from ' const bool' to ' global int'
ERROR: 0:28: 'constructor' : cannot convert parameter 2 from ' const float' to ' temp 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 ' global 2-element array of 4-component vector of float'
ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float
ERROR: 0:40: 'constructor' : cannot convert parameter 1 from ' const structure{ global 4-component vector of float a, global 4-component vector of float b}' to ' temp structure{ global float s, global float t}'
ERROR: 0:70: 'initializer list' : wrong number of structure members
ERROR: 13 compilation errors. No code generated.
Shader version: 420
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 ( temp 2X2 matrix of float)
0:4 'b' ( global 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 ( temp structure{ global float a, global int b})
0:15 'e' ( global structure{ global float a, global int b})
0:15 Constant:
0:15 1.200000
0:15 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp structure{ global float a, global int b})
0:20 'e2' ( global structure{ global float a, global int b})
0:20 Constant:
0:20 1.000000
0:20 3 (const int)
0:42 Sequence
0:42 move second child to first child ( temp 5-element array of float)
0:42 'b5' ( global 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
0:55 Sequence
0:55 move second child to first child ( temp structure{ global int f})
0:55 'single1' ( global structure{ global int f})
0:55 Constant:
0:55 10 (const int)
0:58 Sequence
0:58 move second child to first child ( temp structure{ global 2-component vector of uint v})
0:58 'single2' ( global structure{ global 2-component vector of uint v})
0:58 Constant:
0:58 1 (const uint)
0:58 2 (const uint)
0:61 Sequence
0:61 move second child to first child ( temp structure{ global structure{ global int f} s1})
0:61 'single3' ( global structure{ global structure{ global int f} s1})
0:61 Constant:
0:61 3 (const int)
0:64 Sequence
0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1})
0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:64 Constant:
0:64 4 (const uint)
0:64 5 (const uint)
0:79 Sequence
0:79 move second child to first child ( temp 3-component vector of float)
0:79 'av3' ( global 3-component vector of float)
0:79 Construct vec3 ( global 3-component vector of float)
0:79 'vc1' ( global float)
0:79 'vc2' ( global float)
0:79 'vc3' ( global float)
0:80 Sequence
0:80 move second child to first child ( temp 3-component vector of float)
0:80 'bv3' ( global 3-component vector of float)
0:80 Construct vec3 ( temp 3-component vector of float)
0:80 'vc1' ( global float)
0:80 'vc2' ( global float)
0:80 'vc3' ( global float)
0:82 Function Definition: main( ( global void)
0:82 Function Parameters:
0:84 Sequence
0:84 MemoryBarrier ( global void)
0:86 Test condition and select ( temp void)
0:86 Condition
0:86 Compare Equal ( temp bool)
0:86 Constant:
0:86 1 (const uint)
0:86 2 (const uint)
0:86 3.000000
0:86 4.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 4.000000
0:86 0.000000
0:86 5.000000
0:86 6.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 6.000000
0:86 0.000000
0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:86 true case is null
0:88 Test condition and select ( temp void)
0:88 Condition
0:88 Constant:
0:88 true (const bool)
0:88 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' ( global 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' ( global 2-element array of float)
0:? 'b2' ( global 2-component vector of float)
0:? 'c2' ( global 3X3 matrix of float)
0:? 'd' ( global 2X2 matrix of float)
0:? 'e' ( global structure{ global float a, global int b})
0:? 'e2' ( global structure{ global float a, global int b})
0:? 'e3' ( global structure{ global float a, global int b})
0:? 'a3' ( global int)
0:? 'b3' ( global 2-element array of 4-component vector of float)
0:? 'b4' ( global 2-element array of 4-component vector of float)
0:? 'c3' ( global 4X2 matrix of float)
0:? 'd2' ( global unsized 1-element array of structure{ global float s, global float t})
0:? 'b5' ( global 5-element array of float)
0:? 'single1' ( global structure{ global int f})
0:? 'single2' ( global structure{ global 2-component vector of uint v})
0:? 'single3' ( global structure{ global structure{ global int f} s1})
0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} 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' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} 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' ( global float)
0:? 'vc2' ( global float)
0:? 'vc3' ( global float)
0:? 'av3' ( global 3-component vector of float)
0:? 'bv3' ( global 3-component vector of float)
Linked tessellation evaluation stage:
ERROR: Linking tessellation evaluation stage: At least one shader must specify an input layout primitive
Shader version: 420
input primitive = none
vertex spacing = equal_spacing
triangle order = ccw
ERROR: node is still EOpNull!
0:4 Sequence
0:4 move second child to first child ( temp 2X2 matrix of float)
0:4 'b' ( global 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 ( temp structure{ global float a, global int b})
0:15 'e' ( global structure{ global float a, global int b})
0:15 Constant:
0:15 1.200000
0:15 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp structure{ global float a, global int b})
0:20 'e2' ( global structure{ global float a, global int b})
0:20 Constant:
0:20 1.000000
0:20 3 (const int)
0:42 Sequence
0:42 move second child to first child ( temp 5-element array of float)
0:42 'b5' ( global 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
0:55 Sequence
0:55 move second child to first child ( temp structure{ global int f})
0:55 'single1' ( global structure{ global int f})
0:55 Constant:
0:55 10 (const int)
0:58 Sequence
0:58 move second child to first child ( temp structure{ global 2-component vector of uint v})
0:58 'single2' ( global structure{ global 2-component vector of uint v})
0:58 Constant:
0:58 1 (const uint)
0:58 2 (const uint)
0:61 Sequence
0:61 move second child to first child ( temp structure{ global structure{ global int f} s1})
0:61 'single3' ( global structure{ global structure{ global int f} s1})
0:61 Constant:
0:61 3 (const int)
0:64 Sequence
0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1})
0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:64 Constant:
0:64 4 (const uint)
0:64 5 (const uint)
0:79 Sequence
0:79 move second child to first child ( temp 3-component vector of float)
0:79 'av3' ( global 3-component vector of float)
0:79 Construct vec3 ( global 3-component vector of float)
0:79 'vc1' ( global float)
0:79 'vc2' ( global float)
0:79 'vc3' ( global float)
0:80 Sequence
0:80 move second child to first child ( temp 3-component vector of float)
0:80 'bv3' ( global 3-component vector of float)
0:80 Construct vec3 ( temp 3-component vector of float)
0:80 'vc1' ( global float)
0:80 'vc2' ( global float)
0:80 'vc3' ( global float)
0:82 Function Definition: main( ( global void)
0:82 Function Parameters:
0:84 Sequence
0:84 MemoryBarrier ( global void)
0:86 Test condition and select ( temp void)
0:86 Condition
0:86 Compare Equal ( temp bool)
0:86 Constant:
0:86 1 (const uint)
0:86 2 (const uint)
0:86 3.000000
0:86 4.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 4.000000
0:86 0.000000
0:86 5.000000
0:86 6.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 6.000000
0:86 0.000000
0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:86 true case is null
0:88 Test condition and select ( temp void)
0:88 Condition
0:88 Constant:
0:88 true (const bool)
0:88 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' ( global 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' ( global 2-element array of float)
0:? 'b2' ( global 2-component vector of float)
0:? 'c2' ( global 3X3 matrix of float)
0:? 'd' ( global 2X2 matrix of float)
0:? 'e' ( global structure{ global float a, global int b})
0:? 'e2' ( global structure{ global float a, global int b})
0:? 'e3' ( global structure{ global float a, global int b})
0:? 'a3' ( global int)
0:? 'b3' ( global 2-element array of 4-component vector of float)
0:? 'b4' ( global 2-element array of 4-component vector of float)
0:? 'c3' ( global 4X2 matrix of float)
0:? 'd2' ( global 1-element array of structure{ global float s, global float t})
0:? 'b5' ( global 5-element array of float)
0:? 'single1' ( global structure{ global int f})
0:? 'single2' ( global structure{ global 2-component vector of uint v})
0:? 'single3' ( global structure{ global structure{ global int f} s1})
0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} 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' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} 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' ( global float)
0:? 'vc2' ( global float)
0:? 'vc3' ( global float)
0:? 'av3' ( global 3-component vector of float)
0:? 'bv3' ( global 3-component vector of float)

View File

@ -1,390 +0,0 @@
420.vert
ERROR: 0:2: '#version' : must occur first in shader
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
ERROR: 0:3: 'varying' : no longer supported in core profile; removed in version 420
ERROR: 0:7: '' : vertex input cannot be further qualified
ERROR: 0:11: '' : can only have one interpolation qualifier (flat, smooth, noperspective, __explicitInterpAMD)
ERROR: 0:12: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:13: 'uniform' : too many storage qualifiers
ERROR: 0:18: '=' : global const initializers must be constant ' const int'
ERROR: 0:20: 'const' : no qualifiers allowed for function return
ERROR: 0:27: '' : array size must be a constant integer expression
ERROR: 0:38: 'j' : undeclared identifier
ERROR: 0:38: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:39: 'k' : undeclared identifier
ERROR: 0:39: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:40: 'j' : undeclared identifier
ERROR: 0:40: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:44: 'jj' : undeclared identifier
ERROR: 0:44: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:54: 'y' : vector swizzle selection out of range
ERROR: 0:62: 'xxxxx' : vector swizzle too long
ERROR: 0:63: 'xxy' : vector swizzle selection out of range
ERROR: 0:66: 'binding' : cannot declare a default, include a type or full declaration
ERROR: 0:69: 'location/component/index' : cannot declare a default, use a full declaration
ERROR: 0:70: 'input block' : not supported in this stage: vertex
ERROR: 0:70: 'binding' : requires uniform or buffer storage qualifier
ERROR: 0:71: 'binding' : binding is too large
ERROR: 0:74: 'binding' : sampler binding not less than gl_MaxCombinedTextureImageUnits
ERROR: 0:76: 'binding' : sampler binding not less than gl_MaxCombinedTextureImageUnits (using array)
ERROR: 0:85: 'patch' : not supported in this stage: vertex
ERROR: 0:85: '' : vertex input cannot be further qualified
ERROR: 0:86: 'patch' : not supported in this stage: vertex
ERROR: 0:100: '=' : global const initializers must be constant ' const int'
ERROR: 0:101: '' : array size must be a constant integer expression
ERROR: 0:107: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported for this version or the enabled extensions
ERROR: 0:114: 'imageAtomicMin' : only supported on image with format r32i or r32ui
ERROR: 0:115: 'imageAtomicMax' : no matching overloaded function found
ERROR: 0:119: 'writeonly' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 0:122: '' : memory qualifiers cannot be used on this type
ERROR: 0:123: '' : memory qualifiers cannot be used on this type
ERROR: 0:135: 'volatile' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 0:139: 'rg8i' : does not apply to unsigned integer images
ERROR: 0:140: 'rgba32i' : does not apply to floating point images
ERROR: 0:141: 'rgba32f' : does not apply to unsigned integer images
ERROR: 0:142: 'r8_snorm' : does not apply to signed integer images
ERROR: 0:143: 'rgba32ui' : does not apply to signed integer images
ERROR: 0:144: 'r8ui' : does not apply to signed integer images
ERROR: 0:147: 'offset on block member' : not supported for this version or the enabled extensions
ERROR: 0:147: 'offset/align' : can only be used with std140 or std430 layout packing
ERROR: 0:157: 'textureQueryLevels' : no matching overloaded function found
ERROR: 0:157: 'assign' : cannot convert from ' const float' to ' temp int'
ERROR: 0:158: 'textureQueryLevels' : no matching overloaded function found
ERROR: 0:158: 'assign' : cannot convert from ' const float' to ' temp int'
WARNING: 0:161: '[]' : assuming binding count of one for compile-time checking of binding numbers for unsized array
ERROR: 51 compilation errors. No code generated.
Shader version: 420
ERROR: node is still EOpNull!
0:20 Function Definition: foo( ( const int)
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
0:23 move second child to first child ( temp int)
0:23 'b' ( const (read only) int)
0:23 'anonconst' ( global int)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'd' ( const (read only) int)
0:25 'b' ( const (read only) int)
0:29 Branch: Return with expression
0:29 'b' ( const (read only) int)
0:32 Function Definition: main( ( global void)
0:32 Function Parameters:
0:? Sequence
0:35 Test condition and select ( temp void)
0:35 Condition
0:35 Compare Equal ( temp bool)
0:35 'i' ( temp int)
0:35 Constant:
0:35 3 (const int)
0:35 true case
0:36 Sequence
0:36 move second child to first child ( temp int)
0:36 'j' ( temp int)
0:36 'i' ( temp int)
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Constant:
0:42 true (const bool)
0:42 No loop body
0:50 Function Definition: bar(vf4; ( global void)
0:50 Function Parameters:
0:50 'v' ( volatile in 4-component vector of float)
0:? Sequence
0:53 's' ( temp int)
0:54 's' ( temp int)
0:55 Test condition and select ( temp void)
0:55 Condition
0:55 Compare Equal ( temp bool)
0:55 direct index ( temp float)
0:55 direct index ( temp 4-component vector of float)
0:55 'bad' ( in 10-element array of 4-component vector of float)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 4.200000
0:55 true case is null
0:57 Test condition and select ( temp void)
0:57 Condition
0:57 Constant:
0:57 true (const bool)
0:57 true case
0:58 move second child to first child ( temp 4-component vector of float)
0:58 'badorder3' ( flat out 4-component vector of float)
0:58 direct index ( temp 4-component vector of float)
0:58 'bad' ( in 10-element array of 4-component vector of float)
0:58 Constant:
0:58 0 (const int)
0:61 Sequence
0:61 move second child to first child ( temp 3-component vector of float)
0:61 'smeared' ( temp 3-component vector of float)
0:61 Construct vec3 ( temp 3-component vector of float)
0:61 'f' ( temp float)
0:62 Construct vec4 ( temp 4-component vector of float)
0:62 'f' ( temp float)
0:63 Construct vec2 ( temp 2-component vector of float)
0:63 'f' ( temp float)
0:88 Function Definition: bar23444( ( global void)
0:88 Function Parameters:
0:? Sequence
0:91 Sequence
0:91 move second child to first child ( temp float)
0:91 'a1' ( temp float)
0:91 direct index ( temp float)
0:91 direct index ( temp 3-component vector of float)
0:91 'm43' ( temp 4X3 matrix of float)
0:91 Constant:
0:91 3 (const int)
0:91 Constant:
0:91 1 (const int)
0:93 Sequence
0:93 move second child to first child ( temp int)
0:93 'a2' ( temp int)
0:93 Constant:
0:93 4 (const int)
0:94 add second child into first child ( temp int)
0:94 'a2' ( temp int)
0:94 Constant:
0:94 3 (const int)
0:95 add second child into first child ( temp int)
0:95 'a2' ( temp int)
0:95 Constant:
0:95 3 (const int)
0:96 Sequence
0:96 move second child to first child ( temp float)
0:96 'b' ( const (read only) float)
0:96 component-wise multiply ( temp float)
0:96 Constant:
0:96 2.000000
0:96 'a1' ( temp float)
0:97 Sequence
0:97 move second child to first child ( temp int)
0:97 'a' ( temp int)
0:97 Constant:
0:97 -1 (const int)
0:109 Function Definition: qux( ( global void)
0:109 Function Parameters:
0:111 Sequence
0:111 Sequence
0:111 move second child to first child ( temp int)
0:111 'i' ( temp int)
0:111 aoeu: direct index for structure (layout( column_major shared) uniform int)
0:111 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:111 Constant:
0:111 0 (const uint)
0:112 imageAtomicCompSwap ( global int)
0:112 'iimg2D' (layout( r32i) uniform iimage2D)
0:112 Construct ivec2 ( temp 2-component vector of int)
0:112 'i' ( temp int)
0:112 'i' ( temp int)
0:112 'i' ( temp int)
0:112 'i' ( temp int)
0:113 imageAtomicAdd ( global uint)
0:113 'uimg2D' (layout( r32ui) uniform uimage2D)
0:113 Construct ivec2 ( temp 2-component vector of int)
0:113 'i' ( temp int)
0:113 'i' ( temp int)
0:113 Convert int to uint ( temp uint)
0:113 'i' ( temp int)
0:114 imageAtomicMin ( global int)
0:114 'iimg2Drgba' (layout( rgba32i) uniform iimage2D)
0:114 Construct ivec2 ( temp 2-component vector of int)
0:114 'i' ( temp int)
0:114 'i' ( temp int)
0:114 'i' ( temp int)
0:115 Constant:
0:115 0.000000
0:116 Sequence
0:116 move second child to first child ( temp 4-component vector of int)
0:116 'pos' ( temp 4-component vector of int)
0:116 imageLoad ( global 4-component vector of int)
0:116 'iimg2D' (layout( r32i) uniform iimage2D)
0:116 Construct ivec2 ( temp 2-component vector of int)
0:116 'i' ( temp int)
0:116 'i' ( temp int)
0:117 Sequence
0:117 move second child to first child ( temp 4-component vector of float)
0:117 'col' ( temp 4-component vector of float)
0:117 imageLoad ( global 4-component vector of float)
0:117 'img2DMS' ( uniform image2DMS)
0:117 Construct ivec2 ( temp 2-component vector of int)
0:117 'i' ( temp int)
0:117 'i' ( temp int)
0:117 'i' ( temp int)
0:118 imageStore ( global void)
0:118 'img2DMSWO' ( writeonly uniform image2DMS)
0:118 Construct ivec2 ( temp 2-component vector of int)
0:118 'i' ( temp int)
0:118 'i' ( temp int)
0:118 'i' ( temp int)
0:118 Constant:
0:118 0.000000
0:118 0.000000
0:118 0.000000
0:118 0.000000
0:119 imageLoad ( global 4-component vector of float)
0:119 'img2DMSWO' ( writeonly uniform image2DMS)
0:119 Construct ivec2 ( temp 2-component vector of int)
0:119 'i' ( temp int)
0:119 'i' ( temp int)
0:119 'i' ( temp int)
0:125 Function Definition: passr(iI21; ( global void)
0:125 Function Parameters:
0:125 'image' ( coherent readonly in iimage2D)
0:132 Function Definition: passrc( ( global void)
0:132 Function Parameters:
0:134 Sequence
0:134 Function Call: passr(iI21; ( global void)
0:134 'qualim1' (layout( r32i) coherent readonly uniform iimage2D)
0:135 Function Call: passr(iI21; ( global void)
0:135 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D)
0:136 Function Call: passr(iI21; ( global void)
0:136 'iimg2D' (layout( r32i) uniform iimage2D)
0:153 Function Definition: qlod( ( global void)
0:153 Function Parameters:
0:? Sequence
0:157 'levels' ( temp int)
0:158 'levels' ( temp int)
0:? Linker Objects
0:? 'v2' ( smooth out 2-component vector of float)
0:? 'bad' ( in 10-element array of 4-component vector of float)
0:? 'badorder' ( in 4-component vector of float)
0:? 'badorder2' ( invariant smooth out 4-component vector of float)
0:? 'badorder4' ( centroid in 4-component vector of float)
0:? 'badorder3' ( flat out 4-component vector of float)
0:? 'rep' ( smooth flat out 4-component vector of float)
0:? 'rep2' ( centroid smooth sample out 4-component vector of float)
0:? 'rep3' ( in 4-component vector of float)
0:? 'anonconst' ( global int)
0:? 'aconst' ( const int)
0:? 5 (const int)
0:? 'a' ( const int)
0:? 5 (const int)
0:? 'b' ( temp int)
0:? 'cx' ( const float)
0:? 4.200000
0:? 'dx' ( const float)
0:? 4.200000
0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@1' (layout( binding=1) in block{ in int aoeua})
0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu})
0:? 'sampb1' (layout( binding=4) uniform sampler2D)
0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D)
0:? 'sampb3' (layout( binding=80) uniform sampler2D)
0:? 'sampb4' (layout( binding=31) uniform sampler2D)
0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D)
0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance, })
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( smooth patch out 4-component vector of float)
0:? 'comma0' ( temp int)
0:? 'comma1' ( global 1-element array of int)
0:? 'iimg2D' (layout( r32i) uniform iimage2D)
0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D)
0:? 'img2Drgba' (layout( rgba32f) uniform image2D)
0:? 'uimg2D' (layout( r32ui) uniform uimage2D)
0:? 'img2DMS' ( uniform image2DMS)
0:? 'img2DMSWO' ( writeonly uniform image2DMS)
0:? 'vol' ( volatile temp float)
0:? 'vol2' ( readonly temp int)
0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D)
0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D)
0:? 'i1bad' (layout( rg8i) uniform uimage2D)
0:? 'i2bad' (layout( rgba32i) uniform image2D)
0:? 'i3bad' (layout( rgba32f) uniform uimage2D)
0:? 'i4bad' (layout( r8_snorm) uniform iimage2D)
0:? 'i5bad' (layout( rgba32ui) uniform iimage2D)
0:? 'i6bad' (layout( r8ui) uniform iimage2D)
0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo})
0:? 'samp1D' ( uniform sampler1D)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'badArray' (layout( binding=0) writeonly uniform unsized 1-element array of image1D)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 420
ERROR: node is still EOpNull!
0:32 Function Definition: main( ( global void)
0:32 Function Parameters:
0:? Sequence
0:35 Test condition and select ( temp void)
0:35 Condition
0:35 Compare Equal ( temp bool)
0:35 'i' ( temp int)
0:35 Constant:
0:35 3 (const int)
0:35 true case
0:36 Sequence
0:36 move second child to first child ( temp int)
0:36 'j' ( temp int)
0:36 'i' ( temp int)
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Constant:
0:42 true (const bool)
0:42 No loop body
0:? Linker Objects
0:? 'v2' ( smooth out 2-component vector of float)
0:? 'bad' ( in 10-element array of 4-component vector of float)
0:? 'badorder' ( in 4-component vector of float)
0:? 'badorder2' ( invariant smooth out 4-component vector of float)
0:? 'badorder4' ( centroid in 4-component vector of float)
0:? 'badorder3' ( flat out 4-component vector of float)
0:? 'rep' ( smooth flat out 4-component vector of float)
0:? 'rep2' ( centroid smooth sample out 4-component vector of float)
0:? 'rep3' ( in 4-component vector of float)
0:? 'anonconst' ( global int)
0:? 'aconst' ( const int)
0:? 5 (const int)
0:? 'a' ( const int)
0:? 5 (const int)
0:? 'b' ( temp int)
0:? 'cx' ( const float)
0:? 4.200000
0:? 'dx' ( const float)
0:? 4.200000
0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@1' (layout( binding=1) in block{ in int aoeua})
0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu})
0:? 'sampb1' (layout( binding=4) uniform sampler2D)
0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D)
0:? 'sampb3' (layout( binding=80) uniform sampler2D)
0:? 'sampb4' (layout( binding=31) uniform sampler2D)
0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D)
0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance, })
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( smooth patch out 4-component vector of float)
0:? 'comma0' ( temp int)
0:? 'comma1' ( global 1-element array of int)
0:? 'iimg2D' (layout( r32i) uniform iimage2D)
0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D)
0:? 'img2Drgba' (layout( rgba32f) uniform image2D)
0:? 'uimg2D' (layout( r32ui) uniform uimage2D)
0:? 'img2DMS' ( uniform image2DMS)
0:? 'img2DMSWO' ( writeonly uniform image2DMS)
0:? 'vol' ( volatile temp float)
0:? 'vol2' ( readonly temp int)
0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D)
0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D)
0:? 'i1bad' (layout( rg8i) uniform uimage2D)
0:? 'i2bad' (layout( rgba32i) uniform image2D)
0:? 'i3bad' (layout( rgba32f) uniform uimage2D)
0:? 'i4bad' (layout( r8_snorm) uniform iimage2D)
0:? 'i5bad' (layout( rgba32ui) uniform iimage2D)
0:? 'i6bad' (layout( r8ui) uniform iimage2D)
0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo})
0:? 'samp1D' ( uniform sampler1D)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'badArray' (layout( binding=0) writeonly uniform 1-element array of image1D)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,56 +0,0 @@
420_size_gl_in.geom
ERROR: 0:19: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 1 compilation errors. No code generated.
Shader version: 420
invocations = -1
max_vertices = -1
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:11 Function Definition: foo( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 Constant:
0:13 3 (const int)
0:14 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:14 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:14 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:14 Constant:
0:14 1 (const int)
0:14 Constant:
0:14 0 (const int)
0:15 Constant:
0:15 3 (const int)
0:16 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:16 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:16 'i' ( global int)
0:16 Constant:
0:16 0 (const int)
0:? Linker Objects
0:? 'i' ( global int)
0:? 'colorun' ( in 3-element array of 4-component vector of float)
0:? 'color3' ( in 3-element array of 4-component vector of float)
0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
Linked geometry stage:
ERROR: Linking geometry stage: Missing entry point: Each stage requires one entry point
ERROR: Linking geometry stage: At least one shader must specify an output layout primitive
ERROR: Linking geometry stage: At least one shader must specify a layout(max_vertices = value)
Shader version: 420
invocations = 1
max_vertices = -1
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'i' ( global int)
0:? 'colorun' ( in 3-element array of 4-component vector of float)
0:? 'color3' ( in 3-element array of 4-component vector of float)
0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})

View File

@ -1,209 +0,0 @@
430.comp
ERROR: 0:4: 'local_size' : cannot change previously set size
ERROR: 0:5: 'local_size' : too large; see gl_MaxComputeWorkGroupSize
ERROR: 0:43: 'in' : global storage input qualifier cannot be used in a compute shader
ERROR: 0:43: 'location qualifier on input' : not supported in this stage: compute
ERROR: 0:44: 'in' : global storage input qualifier cannot be used in a compute shader
ERROR: 0:45: 'out' : global storage output qualifier cannot be used in a compute shader
ERROR: 0:48: 'shared' : cannot apply layout qualifiers to a shared variable
ERROR: 0:48: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers
ERROR: 0:49: 'shared' : cannot initialize this type of qualifier
ERROR: 0:51: 'local_size' : can only apply to 'in'
ERROR: 0:51: 'local_size' : can only apply to 'in'
ERROR: 0:51: 'local_size' : can only apply to 'in'
ERROR: 0:65: 'assign' : l-value required "ro" (can't modify a readonly buffer)
ERROR: 0:77: '=' : cannot convert from ' temp double' to ' temp int'
ERROR: 0:81: 'input block' : not supported in this stage: compute
ERROR: 0:85: 'output block' : not supported in this stage: compute
ERROR: 16 compilation errors. No code generated.
Shader version: 430
local_size = (2, 1, 4096)
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Barrier ( global void)
0:30 MemoryBarrier ( global void)
0:31 MemoryBarrierAtomicCounter ( global void)
0:32 MemoryBarrierBuffer ( global void)
0:33 MemoryBarrierShared ( global void)
0:34 MemoryBarrierImage ( global void)
0:35 GroupMemoryBarrier ( global void)
0:36 move second child to first child ( temp int)
0:36 value: direct index for structure (layout( column_major shared) buffer int)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer runtime-sized array of float values})
0:36 Constant:
0:36 0 (const uint)
0:36 Convert float to int ( temp int)
0:36 indirect index (layout( column_major shared) temp float)
0:36 values: direct index for structure (layout( column_major shared) buffer runtime-sized array of float)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer runtime-sized array of float values})
0:36 Constant:
0:36 1 (const uint)
0:36 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex)
0:39 Test condition and select ( temp void)
0:39 Condition
0:39 Compare Greater Than ( temp bool)
0:39 'a' ( temp int)
0:39 Constant:
0:39 10 (const int)
0:39 true case
0:40 Barrier ( global void)
0:63 Function Definition: foo( ( global void)
0:63 Function Parameters:
0:65 Sequence
0:65 move second child to first child ( temp float)
0:65 direct index (layout( column_major shared) temp float)
0:65 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of float)
0:65 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer unsized 3-element array of float values})
0:65 Constant:
0:65 1 (const int)
0:65 Constant:
0:65 2 (const int)
0:65 Constant:
0:65 4.700000
0:66 array length ( temp int)
0:66 values: direct index for structure (layout( column_major shared) buffer unsized 3-element array of float)
0:66 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer unsized 3-element array of float values})
0:66 Constant:
0:66 1 (const int)
0:67 Barrier ( global void)
0:72 Function Definition: fooaoeu( ( global void)
0:72 Function Parameters:
0:73 Sequence
0:73 Sequence
0:73 move second child to first child ( temp 2-component vector of int)
0:73 'storePos' ( temp 2-component vector of int)
0:73 Convert uint to int ( temp 2-component vector of int)
0:73 vector swizzle ( temp 2-component vector of uint)
0:73 'gl_GlobalInvocationID' ( in 3-component vector of uint GlobalInvocationID)
0:73 Sequence
0:73 Constant:
0:73 0 (const int)
0:73 Constant:
0:73 1 (const int)
0:74 Sequence
0:74 move second child to first child ( temp double)
0:74 'localCoef' ( temp double)
0:74 Convert float to double ( temp double)
0:74 length ( global float)
0:74 divide ( temp 2-component vector of float)
0:74 Convert int to float ( temp 2-component vector of float)
0:74 subtract ( temp 2-component vector of int)
0:74 Convert uint to int ( temp 2-component vector of int)
0:74 vector swizzle ( temp 2-component vector of uint)
0:74 'gl_LocalInvocationID' ( in 3-component vector of uint LocalInvocationID)
0:74 Sequence
0:74 Constant:
0:74 0 (const int)
0:74 Constant:
0:74 1 (const int)
0:74 Constant:
0:74 8 (const int)
0:74 Constant:
0:74 8.000000
0:75 Sequence
0:75 move second child to first child ( temp 4-component vector of double)
0:75 'aa' ( temp 4-component vector of double)
0:75 Constant:
0:75 0.400000
0:75 0.200000
0:75 0.300000
0:75 0.400000
0:76 Sequence
0:76 move second child to first child ( temp double)
0:76 'globalCoef' ( temp double)
0:76 Constant:
0:76 1.000000
0:78 Sequence
0:78 move second child to first child ( temp double)
0:78 'di' ( temp double)
0:78 Convert int to double ( temp double)
0:78 'i' ( temp int)
0:? Linker Objects
0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize)
0:? 2 (const uint)
0:? 1 (const uint)
0:? 4096 (const uint)
0:? 'total' ( const int)
0:? 66592 (const int)
0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer runtime-sized array of float values})
0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 1-element array of float values, layout( column_major shared) buffer int value})
0:? 'v3' (layout( location=2) in 3-component vector of float)
0:? 'f' ( in float)
0:? 'fo' ( out float)
0:? 's' ( shared 4-component vector of float)
0:? 'sl' (layout( location=2) shared 4-component vector of float)
0:? 'fs' ( shared float)
0:? 'arrX' ( global 2-element array of int)
0:? 'arrY' ( global 1-element array of int)
0:? 'arrZ' ( global 4096-element array of int)
0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer unsized 3-element array of float values})
0:? 'roll' ( uniform double)
0:? 'destTex' ( writeonly uniform image2D)
0:? 'inbi' ( in block{ in int a})
0:? 'outbi' ( out block{ out int a})
Linked compute stage:
Shader version: 430
local_size = (2, 1, 4096)
ERROR: node is still EOpNull!
0:27 Function Definition: main( ( global void)
0:27 Function Parameters:
0:29 Sequence
0:29 Barrier ( global void)
0:30 MemoryBarrier ( global void)
0:31 MemoryBarrierAtomicCounter ( global void)
0:32 MemoryBarrierBuffer ( global void)
0:33 MemoryBarrierShared ( global void)
0:34 MemoryBarrierImage ( global void)
0:35 GroupMemoryBarrier ( global void)
0:36 move second child to first child ( temp int)
0:36 value: direct index for structure (layout( column_major shared) buffer int)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer runtime-sized array of float values})
0:36 Constant:
0:36 0 (const uint)
0:36 Convert float to int ( temp int)
0:36 indirect index (layout( column_major shared) temp float)
0:36 values: direct index for structure (layout( column_major shared) buffer runtime-sized array of float)
0:36 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer runtime-sized array of float values})
0:36 Constant:
0:36 1 (const uint)
0:36 'gl_LocalInvocationIndex' ( in uint LocalInvocationIndex)
0:39 Test condition and select ( temp void)
0:39 Condition
0:39 Compare Greater Than ( temp bool)
0:39 'a' ( temp int)
0:39 Constant:
0:39 10 (const int)
0:39 true case
0:40 Barrier ( global void)
0:? Linker Objects
0:? 'gl_WorkGroupSize' ( const 3-component vector of uint WorkGroupSize)
0:? 2 (const uint)
0:? 1 (const uint)
0:? 4096 (const uint)
0:? 'total' ( const int)
0:? 66592 (const int)
0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer runtime-sized array of float values})
0:? 'invalid' (layout( column_major shared) buffer block{layout( column_major shared) buffer 1-element array of float values, layout( column_major shared) buffer int value})
0:? 'v3' (layout( location=2) in 3-component vector of float)
0:? 'f' ( in float)
0:? 'fo' ( out float)
0:? 's' ( shared 4-component vector of float)
0:? 'sl' (layout( location=2) shared 4-component vector of float)
0:? 'fs' ( shared float)
0:? 'arrX' ( global 2-element array of int)
0:? 'arrY' ( global 1-element array of int)
0:? 'arrZ' ( global 4096-element array of int)
0:? 'ro' (layout( column_major shared) readonly buffer block{layout( column_major shared) buffer int value, layout( column_major shared) buffer unsized 3-element array of float values})
0:? 'roll' ( uniform double)
0:? 'destTex' ( writeonly uniform image2D)
0:? 'inbi' ( in block{ in int a})
0:? 'outbi' ( out block{ out int a})

View File

@ -1,340 +0,0 @@
430.vert
ERROR: 0:3: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers
ERROR: 0:7: 'input block' : not supported in this stage: vertex
ERROR: 0:7: 'location qualifier on in/out block' : not supported for this version or the enabled extensions
ERROR: 0:8: 'location qualifier on in/out block' : not supported for this version or the enabled extensions
ERROR: 0:23: 'invariant' : can only apply to an output
ERROR: 0:21: 'g' : cannot use storage or interpolation qualifiers on structure members
ERROR: 0:22: 'h' : cannot use storage or interpolation qualifiers on structure members
ERROR: 0:23: 'i' : cannot use invariant qualifier on structure members
ERROR: 0:24: 'j' : cannot use memory qualifiers on structure members
ERROR: 0:25: 'm3' : cannot use layout qualifiers on structure members
ERROR: 0:28: '' : cannot use invariant qualifier on a function parameter
ERROR: 0:30: '' : cannot use layout qualifiers on a function parameter
ERROR: 0:31: '' : cannot use auxiliary or interpolation qualifiers on a function parameter
ERROR: 0:42: 'location' : overlapping use of location 53
ERROR: 0:47: 'gl_ClipDistance array size' : must be less than or equal to gl_MaxClipDistances (8)
ERROR: 0:51: 'start' : undeclared identifier
ERROR: 0:51: '' : constant expression required
ERROR: 0:51: 'layout-id value' : scalar integer expression required
ERROR: 0:53: 'input block' : not supported in this stage: vertex
ERROR: 0:54: 'location on block member' : not supported for this version or the enabled extensions
ERROR: 0:57: 'input block' : not supported in this stage: vertex
ERROR: 0:58: 'location on block member' : not supported for this version or the enabled extensions
ERROR: 0:59: 'location on block member' : not supported for this version or the enabled extensions
ERROR: 0:62: 'uniform buffer-member align' : not supported for this version or the enabled extensions
ERROR: 0:64: 'uniform buffer-member align' : not supported for this version or the enabled extensions
ERROR: 0:65: 'uniform buffer-member align' : not supported for this version or the enabled extensions
ERROR: 0:65: 'offset on block member' : not supported for this version or the enabled extensions
ERROR: 0:66: 'offset on block member' : not supported for this version or the enabled extensions
ERROR: 0:64: 'align' : can only be used with std140 or std430 layout packing
ERROR: 0:65: 'offset/align' : can only be used with std140 or std430 layout packing
ERROR: 0:66: 'offset/align' : can only be used with std140 or std430 layout packing
ERROR: 0:71: 'offset on block member' : not supported for this version or the enabled extensions
ERROR: 0:74: 'gl_MaxTransformFeedbackBuffers' : required extension not requested: GL_ARB_enhanced_layouts
ERROR: 0:75: 'gl_MaxTransformFeedbackInterleavedComponents' : required extension not requested: GL_ARB_enhanced_layouts
ERROR: 0:78: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:81: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:81: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:83: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:83: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:83: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:84: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:84: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:86: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:86: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:86: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:92: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:93: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:93: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:93: 'transform feedback qualifier' : not supported for this version or the enabled extensions
ERROR: 0:117: 'input block' : not supported in this stage: vertex
ERROR: 0:123: 'input block' : not supported in this stage: vertex
ERROR: 0:146: 'shared' : not supported in this stage: vertex
ERROR: 0:150: 'barrier' : no matching overloaded function found
ERROR: 0:154: 'memoryBarrierShared' : no matching overloaded function found
ERROR: 0:156: 'groupMemoryBarrier' : no matching overloaded function found
ERROR: 0:159: 'buffer' : buffers can be declared only as blocks
ERROR: 0:168: 'textureSamples and imageSamples' : not supported for this version or the enabled extensions
ERROR: 0:169: 'textureSamples and imageSamples' : not supported for this version or the enabled extensions
ERROR: 0:170: 'textureSamples and imageSamples' : not supported for this version or the enabled extensions
ERROR: 0:171: 'textureSamples and imageSamples' : not supported for this version or the enabled extensions
ERROR: 0:221: 'textureQueryLevels' : no matching overloaded function found
ERROR: 0:221: 'assign' : cannot convert from ' const float' to ' temp int'
ERROR: 0:222: 'textureQueryLevels' : no matching overloaded function found
ERROR: 0:222: 'assign' : cannot convert from ' const float' to ' temp int'
ERROR: 64 compilation errors. No code generated.
Shader version: 430
Requested GL_ARB_enhanced_layouts
Requested GL_ARB_shader_texture_image_samples
in xfb mode
ERROR: node is still EOpNull!
0:14 Function Definition: foo( ( global void)
0:14 Function Parameters:
0:16 Sequence
0:16 move second child to first child ( temp float)
0:16 direct index ( temp float ClipDistance)
0:16 gl_ClipDistance: direct index for structure ( out 17-element array of float ClipDistance)
0:16 'anon@0' ( out block{ out 17-element array of float ClipDistance gl_ClipDistance, })
0:16 Constant:
0:16 2 (const uint)
0:16 Constant:
0:16 2 (const int)
0:16 Constant:
0:16 3.700000
0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; ( global void)
0:31 Function Parameters:
0:31 'v4' ( in 4-component vector of float)
0:31 'v3' ( volatile in 3-component vector of float)
0:31 'v2' ( in 2-component vector of float)
0:31 'cv3' ( in 3-component vector of float)
0:148 Function Definition: fooBarrier( ( global void)
0:148 Function Parameters:
0:150 Sequence
0:150 Constant:
0:150 0.000000
0:151 MemoryBarrier ( global void)
0:152 MemoryBarrierAtomicCounter ( global void)
0:153 MemoryBarrierBuffer ( global void)
0:154 Constant:
0:154 0.000000
0:155 MemoryBarrierImage ( global void)
0:156 Constant:
0:156 0.000000
0:166 Function Definition: fooq( ( global void)
0:166 Function Parameters:
0:168 Sequence
0:168 Sequence
0:168 move second child to first child ( temp int)
0:168 's' ( temp int)
0:168 textureSamples ( global int)
0:168 's2dms' ( uniform sampler2DMS)
0:169 add second child into first child ( temp int)
0:169 's' ( temp int)
0:169 textureSamples ( global int)
0:169 'us2dmsa' ( uniform usampler2DMSArray)
0:170 add second child into first child ( temp int)
0:170 's' ( temp int)
0:170 imageQuerySamples ( global int)
0:170 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:171 add second child into first child ( temp int)
0:171 's' ( temp int)
0:171 imageQuerySamples ( global int)
0:171 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:176 Function Definition: fooq2( ( global void)
0:176 Function Parameters:
0:178 Sequence
0:178 Sequence
0:178 move second child to first child ( temp int)
0:178 's' ( temp int)
0:178 textureSamples ( global int)
0:178 's2dms' ( uniform sampler2DMS)
0:179 add second child into first child ( temp int)
0:179 's' ( temp int)
0:179 textureSamples ( global int)
0:179 'us2dmsa' ( uniform usampler2DMSArray)
0:180 add second child into first child ( temp int)
0:180 's' ( temp int)
0:180 imageQuerySamples ( global int)
0:180 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:181 add second child into first child ( temp int)
0:181 's' ( temp int)
0:181 imageQuerySamples ( global int)
0:181 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:202 Function Definition: qlod( ( global void)
0:202 Function Parameters:
0:? Sequence
0:206 move second child to first child ( temp int)
0:206 'levels' ( temp int)
0:206 textureQueryLevels ( global int)
0:206 'samp1D' ( uniform sampler1D)
0:207 move second child to first child ( temp int)
0:207 'levels' ( temp int)
0:207 textureQueryLevels ( global int)
0:207 'usamp2D' ( uniform usampler2D)
0:208 move second child to first child ( temp int)
0:208 'levels' ( temp int)
0:208 textureQueryLevels ( global int)
0:208 'isamp3D' ( uniform isampler3D)
0:209 move second child to first child ( temp int)
0:209 'levels' ( temp int)
0:209 textureQueryLevels ( global int)
0:209 'isampCube' ( uniform isamplerCube)
0:210 move second child to first child ( temp int)
0:210 'levels' ( temp int)
0:210 textureQueryLevels ( global int)
0:210 'isamp1DA' ( uniform isampler1DArray)
0:211 move second child to first child ( temp int)
0:211 'levels' ( temp int)
0:211 textureQueryLevels ( global int)
0:211 'samp2DA' ( uniform sampler2DArray)
0:212 move second child to first child ( temp int)
0:212 'levels' ( temp int)
0:212 textureQueryLevels ( global int)
0:212 'usampCubeA' ( uniform usamplerCubeArray)
0:214 move second child to first child ( temp int)
0:214 'levels' ( temp int)
0:214 textureQueryLevels ( global int)
0:214 'samp1Ds' ( uniform sampler1DShadow)
0:215 move second child to first child ( temp int)
0:215 'levels' ( temp int)
0:215 textureQueryLevels ( global int)
0:215 'samp2Ds' ( uniform sampler2DShadow)
0:216 move second child to first child ( temp int)
0:216 'levels' ( temp int)
0:216 textureQueryLevels ( global int)
0:216 'sampCubes' ( uniform samplerCubeShadow)
0:217 move second child to first child ( temp int)
0:217 'levels' ( temp int)
0:217 textureQueryLevels ( global int)
0:217 'samp1DAs' ( uniform sampler1DArrayShadow)
0:218 move second child to first child ( temp int)
0:218 'levels' ( temp int)
0:218 textureQueryLevels ( global int)
0:218 'samp2DAs' ( uniform sampler2DArrayShadow)
0:219 move second child to first child ( temp int)
0:219 'levels' ( temp int)
0:219 textureQueryLevels ( global int)
0:219 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:221 'levels' ( temp int)
0:222 'levels' ( temp int)
0:? Linker Objects
0:? 'v4' (layout( location=3) temp 4-component vector of float)
0:? 'uv4' (layout( location=4) uniform 4-component vector of float)
0:? 'b1' (layout( location=2) in block{ in 4-component vector of float v})
0:? 'b2' (layout( location=2) out block{ out 4-component vector of float v})
0:? 'anon@0' ( out block{ out 17-element array of float ClipDistance gl_ClipDistance, })
0:? 'cs' (layout( location=10) smooth out 2-element array of structure{ global 7-element array of 3X2 matrix of float m, global float f})
0:? 'cf' (layout( location=54) smooth out float)
0:? 'cg' (layout( location=53) smooth out float)
0:? 'alias1' (layout( location=10) in 4-component vector of float)
0:? 'alias2' (layout( location=10) in 4-component vector of float)
0:? 'v6e' (layout( location=0) in 4-component vector of float)
0:? 'ininst2e' ( in block{layout( location=25) in float f2})
0:? 'in4e' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
0:? 'inst4e' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a})
0:? 'inst9e' (layout( column_major shared align=32) uniform block{layout( column_major shared offset=12 align=4) uniform float f, layout( column_major shared offset=20) uniform float g})
0:? 'spinste' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b})
0:? 'aconste' ( global 4-element array of int)
0:? 'bconste' ( global 64-element array of int)
0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv})
0:? 'bge' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bhe' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float)
0:? 'bbinst4e' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2})
0:? 'bbinst5e' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2})
0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a})
0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g})
0:? 'spinst' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b})
0:? 'aconst' ( global 4-element array of int)
0:? 'bconst' ( global 64-element array of int)
0:? 'start2' ( const int)
0:? 5 (const int)
0:? 'v6' (layout( location=19) in 4-component vector of float)
0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2})
0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
0:? 'bbinst2g' ( out block{layout( xfb_buffer=3 xfb_offset=64) out 4-component vector of float bbv})
0:? 'bg' (layout( xfb_buffer=1 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bh' (layout( xfb_buffer=1 xfb_offset=32 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=1 xfb_offset=16) out 4-component vector of float bbv1})
0:? 'bbinst5' ( out block{layout( xfb_buffer=1 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=1 xfb_offset=64 xfb_stride=80) out 4-component vector of float bbv2})
0:? 'sharedv' ( shared 4-component vector of float)
0:? 'v' ( buffer 4-component vector of float)
0:? 's2dms' ( uniform sampler2DMS)
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 'samp1D' ( uniform sampler1D)
0:? 'usamp2D' ( uniform usampler2D)
0:? 'isamp3D' ( uniform isampler3D)
0:? 'isampCube' ( uniform isamplerCube)
0:? 'isamp1DA' ( uniform isampler1DArray)
0:? 'samp2DA' ( uniform sampler2DArray)
0:? 'usampCubeA' ( uniform usamplerCubeArray)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'samp2Ds' ( uniform sampler2DShadow)
0:? 'sampCubes' ( uniform samplerCubeShadow)
0:? 'samp1DAs' ( uniform sampler1DArrayShadow)
0:? 'samp2DAs' ( uniform sampler2DArrayShadow)
0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:? 'sampBuf' ( uniform samplerBuffer)
0:? 'sampRect' ( uniform sampler2DRect)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
ERROR: Linking vertex stage: Missing entry point: Each stage requires one entry point
ERROR: Linking vertex stage: xfb_stride is too small to hold all buffer entries:
ERROR: xfb_buffer 3, xfb_stride 64, minimum stride needed: 80
Shader version: 430
Requested GL_ARB_enhanced_layouts
Requested GL_ARB_shader_texture_image_samples
in xfb mode
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'v4' (layout( location=3) temp 4-component vector of float)
0:? 'uv4' (layout( location=4) uniform 4-component vector of float)
0:? 'b1' (layout( location=2) in block{ in 4-component vector of float v})
0:? 'b2' (layout( location=2) out block{ out 4-component vector of float v})
0:? 'anon@0' ( out block{ out 17-element array of float ClipDistance gl_ClipDistance, })
0:? 'cs' (layout( location=10) smooth out 2-element array of structure{ global 7-element array of 3X2 matrix of float m, global float f})
0:? 'cf' (layout( location=54) smooth out float)
0:? 'cg' (layout( location=53) smooth out float)
0:? 'alias1' (layout( location=10) in 4-component vector of float)
0:? 'alias2' (layout( location=10) in 4-component vector of float)
0:? 'v6e' (layout( location=0) in 4-component vector of float)
0:? 'ininst2e' ( in block{layout( location=25) in float f2})
0:? 'in4e' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
0:? 'inst4e' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a})
0:? 'inst9e' (layout( column_major shared align=32) uniform block{layout( column_major shared offset=12 align=4) uniform float f, layout( column_major shared offset=20) uniform float g})
0:? 'spinste' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b})
0:? 'aconste' ( global 4-element array of int)
0:? 'bconste' ( global 64-element array of int)
0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv})
0:? 'bge' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bhe' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float)
0:? 'bbinst4e' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2})
0:? 'bbinst5e' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2})
0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a})
0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g})
0:? 'spinst' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b})
0:? 'aconst' ( global 4-element array of int)
0:? 'bconst' ( global 64-element array of int)
0:? 'start2' ( const int)
0:? 5 (const int)
0:? 'v6' (layout( location=19) in 4-component vector of float)
0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2})
0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
0:? 'bbinst2g' ( out block{layout( xfb_buffer=3 xfb_offset=64) out 4-component vector of float bbv})
0:? 'bg' (layout( xfb_buffer=1 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bh' (layout( xfb_buffer=1 xfb_offset=32 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=1 xfb_offset=16) out 4-component vector of float bbv1})
0:? 'bbinst5' ( out block{layout( xfb_buffer=1 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=1 xfb_offset=64 xfb_stride=80) out 4-component vector of float bbv2})
0:? 'sharedv' ( shared 4-component vector of float)
0:? 'v' ( buffer 4-component vector of float)
0:? 's2dms' ( uniform sampler2DMS)
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 'samp1D' ( uniform sampler1D)
0:? 'usamp2D' ( uniform usampler2D)
0:? 'isamp3D' ( uniform isampler3D)
0:? 'isampCube' ( uniform isamplerCube)
0:? 'isamp1DA' ( uniform isampler1DArray)
0:? 'samp2DA' ( uniform sampler2DArray)
0:? 'usampCubeA' ( uniform usamplerCubeArray)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'samp2Ds' ( uniform sampler2DShadow)
0:? 'sampCubes' ( uniform samplerCubeShadow)
0:? 'samp1DAs' ( uniform sampler1DArrayShadow)
0:? 'samp2DAs' ( uniform sampler2DArrayShadow)
0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:? 'sampBuf' ( uniform samplerBuffer)
0:? 'sampRect' ( uniform sampler2DRect)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,230 +0,0 @@
430scope.vert
ERROR: 0:5: 'a' : redefinition
ERROR: 0:17: 'b' : function name is redeclaration of existing name
ERROR: 0:20: 'c' : redefinition
ERROR: 0:22: 'f' : redefinition
ERROR: 0:43: 'sin' : can't use function syntax on variable
ERROR: 0:57: 'z' : undeclared identifier
ERROR: 0:57: 'z' : redefinition
ERROR: 0:73: 'degrees' : can't use function syntax on variable
ERROR: 8 compilation errors. No code generated.
Shader version: 430
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global int)
0:3 Function Parameters:
0:3 'a' ( in int)
0:3 'b' ( in int)
0:3 'c' ( in int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'a' ( temp float)
0:8 add ( temp float)
0:8 Convert int to float ( temp float)
0:8 'a' ( in int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in int)
0:25 Function Definition: cos(f1; ( global float)
0:25 Function Parameters:
0:25 'x' ( in float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; ( global bool)
0:29 Function Parameters:
0:29 'x' ( in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp int)
0:42 'sin' ( temp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; ( global int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp float)
0:47 'f' ( temp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp 4-component vector of float)
0:49 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position)
0:49 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:49 Constant:
0:49 0 (const uint)
0:49 Construct vec4 ( temp 4-component vector of float)
0:49 'f' ( temp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp int)
0:51 'f' ( temp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp int)
0:52 'f' ( temp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp int)
0:51 'f' ( temp int)
0:54 Sequence
0:54 move second child to first child ( temp int)
0:54 'x' ( temp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp float)
0:56 'x' ( temp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp float)
0:56 'y' ( temp float)
0:56 'x' ( temp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp int)
0:60 'x' ( temp int)
0:60 'x' ( temp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp int x})
0:68 'S' ( temp structure{ temp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp int)
0:69 'S' ( temp structure{ temp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'tan' ( global float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
ERROR: Linking vertex stage: No function definition (body) found:
g(
Shader version: 430
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; ( global int)
0:3 Function Parameters:
0:3 'a' ( in int)
0:3 'b' ( in int)
0:3 'c' ( in int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'a' ( temp float)
0:8 add ( temp float)
0:8 Convert int to float ( temp float)
0:8 'a' ( in int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' ( in int)
0:36 Function Definition: main( ( global void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( ( temp int)
0:42 'sin' ( temp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; ( global int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child ( temp float)
0:47 'f' ( temp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child ( temp 4-component vector of float)
0:49 gl_Position: direct index for structure ( invariant gl_Position 4-component vector of float Position)
0:49 'anon@0' ( out block{ invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:49 Constant:
0:49 0 (const uint)
0:49 Construct vec4 ( temp 4-component vector of float)
0:49 'f' ( temp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child ( temp int)
0:51 'f' ( temp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than ( temp bool)
0:51 'f' ( temp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment ( temp int)
0:52 'f' ( temp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment ( temp int)
0:51 'f' ( temp int)
0:54 Sequence
0:54 move second child to first child ( temp int)
0:54 'x' ( temp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child ( temp float)
0:56 'x' ( temp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child ( temp float)
0:56 'y' ( temp float)
0:56 'x' ( temp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child ( temp int)
0:60 'x' ( temp int)
0:60 'x' ( temp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child ( temp structure{ temp int x})
0:68 'S' ( temp structure{ temp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure ( temp int)
0:69 'S' ( temp structure{ temp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' ( global bool)
0:? 'tan' ( global float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,165 +0,0 @@
440.frag
ERROR: 0:11: 'location' : overlapping use of location 4
ERROR: 0:13: 'component' : type overflows the available 4 components
ERROR: 0:22: 'location' : fragment outputs sharing the same location must be the same basic type 30
ERROR: 0:24: 'qualifier' : cannot use auxiliary, memory, interpolation, or precision qualifier in a default qualifier declaration (declaration with no type)
ERROR: 0:25: 'qualifier' : cannot use auxiliary, memory, interpolation, or precision qualifier in a default qualifier declaration (declaration with no type)
ERROR: 0:26: 'qualifier' : cannot use auxiliary, memory, interpolation, or precision qualifier in a default qualifier declaration (declaration with no type)
ERROR: 0:29: 'layout qualifier' : cannot use offset or align qualifiers in a default qualifier declaration (declaration with no type)
ERROR: 0:30: 'layout qualifier' : cannot use offset or align qualifiers in a default qualifier declaration (declaration with no type)
ERROR: 0:30: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:31: 'layout qualifier' : cannot use offset or align qualifiers in a default qualifier declaration (declaration with no type)
ERROR: 0:31: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:33: 'layout qualifier' : cannot use offset or align qualifiers in a default qualifier declaration (declaration with no type)
ERROR: 0:34: 'layout qualifier' : cannot use offset or align qualifiers in a default qualifier declaration (declaration with no type)
ERROR: 0:34: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:35: 'layout qualifier' : cannot use offset or align qualifiers in a default qualifier declaration (declaration with no type)
ERROR: 0:35: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:37: 'offset' : only applies to block members, not blocks
ERROR: 0:38: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:38: 'offset' : only applies to block members, not blocks
ERROR: 0:39: 'output block' : not supported in this stage: fragment
ERROR: 0:39: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:39: 'offset' : only applies to block members, not blocks
ERROR: 0:42: 'align' : can only be used with std140 or std430 layout packing
ERROR: 0:43: 'align' : can only be used with std140 or std430 layout packing
ERROR: 0:43: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:44: 'output block' : not supported in this stage: fragment
ERROR: 0:44: 'align' : can only be used with std140 or std430 layout packing
ERROR: 0:44: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:46: 'offset' : cannot specify on a variable declaration
ERROR: 0:47: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:48: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:50: 'align' : cannot specify on a variable declaration
ERROR: 0:51: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:52: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:54: 'layout' : matrix or packing qualifiers can only be used on a uniform or buffer
ERROR: 0:55: 'layout' : cannot specify packing on a variable declaration
ERROR: 0:57: 'align' : must be a power of 2
ERROR: 0:58: 'offset/align' : can only be used with std140 or std430 layout packing
ERROR: 0:62: 'offset/align' : can only be used with std140 or std430 layout packing
ERROR: 0:63: 'offset/align' : can only be used with std140 or std430 layout packing
ERROR: 0:62: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:63: 'layout' : offset/align can only be used on a uniform or buffer
ERROR: 0:84: 'align' : must be a power of 2
ERROR: 0:83: 'offset' : cannot lie in previous members
ERROR: 0:85: 'offset' : must be a multiple of the member's alignment
ERROR: 0:103: 'align' : must be a power of 2
ERROR: 0:105: 'align' : must be a power of 2
ERROR: 0:102: 'offset' : cannot lie in previous members
ERROR: 0:104: 'offset' : must be a multiple of the member's alignment
ERROR: 49 compilation errors. No code generated.
Shader version: 440
ERROR: node is still EOpNull!
0:144 Function Definition: interp( ( global void)
0:144 Function Parameters:
0:146 Sequence
0:146 interpolateAtCentroid ( global 2-component vector of float)
0:146 vector swizzle ( temp 2-component vector of float)
0:146 direct index ( smooth sample temp 3-component vector of float)
0:146 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:146 Constant:
0:146 2 (const int)
0:146 Sequence
0:146 Constant:
0:146 0 (const int)
0:146 Constant:
0:146 1 (const int)
0:147 interpolateAtSample ( global float)
0:147 direct index ( temp float)
0:147 direct index ( smooth sample temp 3-component vector of float)
0:147 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:147 Constant:
0:147 2 (const int)
0:147 Constant:
0:147 0 (const int)
0:147 Constant:
0:147 2 (const int)
0:150 Function Definition: layer( ( global int)
0:150 Function Parameters:
0:152 Sequence
0:152 Branch: Return with expression
0:152 'gl_Layer' ( flat in int Layer)
0:? Linker Objects
0:? 'a' (layout( location=4 component=2) smooth in 2-component vector of float)
0:? 'b' (layout( location=4 component=1) smooth in float)
0:? 'h' (layout( location=4 component=2) smooth in 2-component vector of float)
0:? 'c' (layout( location=3 component=2) smooth in 3-component vector of float)
0:? 'e' (layout( location=20 component=0) smooth in 6-element array of 3-component vector of float)
0:? 'f' (layout( location=20 component=3) smooth in 6-element array of float)
0:? 'be' (layout( location=30 component=3) out int)
0:? 'bf' (layout( location=30 component=0) out 3-component vector of float)
0:? 'inst1' (layout( column_major shared offset=12) uniform block{layout( column_major shared) uniform int a})
0:? 'inst2' (layout( offset=12) in block{ in int a})
0:? 'inst3' (layout( offset=12) out block{ out int a})
0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a})
0:? 'inst8' (layout( column_major shared align=16) uniform block{layout( column_major shared) uniform int a})
0:? 'inst5' (layout( align=16) in block{ in int a})
0:? 'inst6' (layout( align=16) out block{ out int a})
0:? 'v1' (layout( offset=12) uniform 4-component vector of float)
0:? 'v2' (layout( offset=12) smooth in 4-component vector of float)
0:? 'v3' (layout( offset=12) out 4-component vector of float)
0:? 'v4' (layout( align=16) uniform 4-component vector of float)
0:? 'v5' (layout( align=16) smooth in 4-component vector of float)
0:? 'v6' (layout( align=16) out 4-component vector of float)
0:? 'v7' (layout( std140) uniform 4-component vector of float)
0:? 'inst7' (layout( column_major shared) uniform block{layout( column_major shared offset=12 align=4) uniform float f})
0:? 'inst10' ( in block{layout( offset=12) in float f, layout( align=4) in float g})
0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 align=32) uniform float e, layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g, layout( column_major std430 align=32) uniform float h})
0:? 'inst11' (layout( column_major std430) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430) uniform float g})
0:? 'specExampleErrors' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float c, layout( column_major std140 offset=56) uniform double g, layout( column_major std140 offset=72) uniform double h})
0:? 'specExample' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float d, layout( column_major std140 offset=64 align=16) uniform float e, layout( column_major std140 offset=72 align=2) uniform double f, layout( column_major std140 offset=80) uniform float h, layout( column_major std140 offset=128 align=64) uniform 3-component vector of double i, layout( column_major std140 offset=168 align=8) uniform float j})
0:? 'specExampleErrors430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float c, layout( column_major std430 offset=56) buffer double g, layout( column_major std430 offset=72) buffer double h, layout( column_major std430 offset=80) buffer double i})
0:? 'specExample430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float d, layout( column_major std430 offset=64 align=16) buffer float e, layout( column_major std430 offset=72 align=2) buffer double f, layout( column_major std430 offset=80) buffer float h, layout( column_major std430 offset=128 align=64) buffer 3-component vector of double i, layout( column_major std430 offset=168 align=8) buffer float j})
0:? 'specExample4300' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=384 align=128) buffer float e, layout( column_major std430 offset=512 align=128) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i})
0:? 'specExample4301' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=512 align=128) buffer float e, layout( column_major std430 offset=520 align=8) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i})
0:? 'aconst' ( global 4-element array of int)
0:? 'bconst' ( global 64-element array of int)
0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
Linked fragment stage:
ERROR: Linking fragment stage: Missing entry point: Each stage requires one entry point
Shader version: 440
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'a' (layout( location=4 component=2) smooth in 2-component vector of float)
0:? 'b' (layout( location=4 component=1) smooth in float)
0:? 'h' (layout( location=4 component=2) smooth in 2-component vector of float)
0:? 'c' (layout( location=3 component=2) smooth in 3-component vector of float)
0:? 'e' (layout( location=20 component=0) smooth in 6-element array of 3-component vector of float)
0:? 'f' (layout( location=20 component=3) smooth in 6-element array of float)
0:? 'be' (layout( location=30 component=3) out int)
0:? 'bf' (layout( location=30 component=0) out 3-component vector of float)
0:? 'inst1' (layout( column_major shared offset=12) uniform block{layout( column_major shared) uniform int a})
0:? 'inst2' (layout( offset=12) in block{ in int a})
0:? 'inst3' (layout( offset=12) out block{ out int a})
0:? 'inst4' (layout( column_major std140 align=16) uniform block{layout( column_major std140 offset=0 align=16) uniform int a})
0:? 'inst8' (layout( column_major shared align=16) uniform block{layout( column_major shared) uniform int a})
0:? 'inst5' (layout( align=16) in block{ in int a})
0:? 'inst6' (layout( align=16) out block{ out int a})
0:? 'v1' (layout( offset=12) uniform 4-component vector of float)
0:? 'v2' (layout( offset=12) smooth in 4-component vector of float)
0:? 'v3' (layout( offset=12) out 4-component vector of float)
0:? 'v4' (layout( align=16) uniform 4-component vector of float)
0:? 'v5' (layout( align=16) smooth in 4-component vector of float)
0:? 'v6' (layout( align=16) out 4-component vector of float)
0:? 'v7' (layout( std140) uniform 4-component vector of float)
0:? 'inst7' (layout( column_major shared) uniform block{layout( column_major shared offset=12 align=4) uniform float f})
0:? 'inst10' ( in block{layout( offset=12) in float f, layout( align=4) in float g})
0:? 'inst9' (layout( column_major std430 align=32) uniform block{layout( column_major std430 align=32) uniform float e, layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430 offset=20 align=32) uniform float g, layout( column_major std430 align=32) uniform float h})
0:? 'inst11' (layout( column_major std430) uniform block{layout( column_major std430 offset=12 align=4) uniform float f, layout( column_major std430) uniform float g})
0:? 'specExampleErrors' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float c, layout( column_major std140 offset=56) uniform double g, layout( column_major std140 offset=72) uniform double h})
0:? 'specExample' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a, layout( column_major std140 offset=32) uniform 3-component vector of float b, layout( column_major std140 offset=48) uniform 2-component vector of float d, layout( column_major std140 offset=64 align=16) uniform float e, layout( column_major std140 offset=72 align=2) uniform double f, layout( column_major std140 offset=80) uniform float h, layout( column_major std140 offset=128 align=64) uniform 3-component vector of double i, layout( column_major std140 offset=168 align=8) uniform float j})
0:? 'specExampleErrors430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float c, layout( column_major std430 offset=56) buffer double g, layout( column_major std430 offset=72) buffer double h, layout( column_major std430 offset=80) buffer double i})
0:? 'specExample430' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float a, layout( column_major std430 offset=32) buffer 3-component vector of float b, layout( column_major std430 offset=48) buffer 2-component vector of float d, layout( column_major std430 offset=64 align=16) buffer float e, layout( column_major std430 offset=72 align=2) buffer double f, layout( column_major std430 offset=80) buffer float h, layout( column_major std430 offset=128 align=64) buffer 3-component vector of double i, layout( column_major std430 offset=168 align=8) buffer float j})
0:? 'specExample4300' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=384 align=128) buffer float e, layout( column_major std430 offset=512 align=128) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i})
0:? 'specExample4301' (layout( column_major std430 align=128) buffer block{layout( column_major std430 offset=0 align=128) buffer 4-component vector of float a, layout( column_major std430 offset=128 align=128) buffer 3-component vector of float b, layout( column_major std430 offset=256 align=128) buffer 2-component vector of float d, layout( column_major std430 offset=512 align=128) buffer float e, layout( column_major std430 offset=520 align=8) buffer double f, layout( column_major std430 offset=640 align=128) buffer float h, layout( column_major std430 offset=768 align=128) buffer 3-component vector of double i})
0:? 'aconst' ( global 4-element array of int)
0:? 'bconst' ( global 64-element array of int)
0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)

View File

@ -1,245 +0,0 @@
440.vert
ERROR: 0:8: 'component' : type overflows the available 4 components
ERROR: 0:15: 'component' : component is too large
ERROR: 0:23: 'location' : overlapping use of location 4
ERROR: 0:26: 'location' : overlapping use of location 2
ERROR: 0:31: 'location' : overlapping use of location 15
ERROR: 0:32: 'location' : overlapping use of location 10
ERROR: 0:37: 'location' : overlapping use of location 20
ERROR: 0:39: 'component' : type overflows the available 4 components
ERROR: 0:40: 'component' : type overflows the available 4 components
ERROR: 0:42: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:43: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:44: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:46: 'component' : must specify 'location' to use 'component'
ERROR: 0:52: 'location' : overlapping use of location 40
ERROR: 0:54: 'component' : type overflows the available 4 components
ERROR: 0:55: 'component' : type overflows the available 4 components
ERROR: 0:57: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:58: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:61: 'location/component/index' : cannot declare a default, use a full declaration
ERROR: 0:66: 'component' : doubles cannot start on an odd-numbered component
ERROR: 0:67: 'component' : type overflows the available 4 components
ERROR: 0:71: 'location' : overlapping use of location 55
ERROR: 0:75: 'location' : overlapping use of location 57
ERROR: 0:78: 'location' : overlapping use of location 59
ERROR: 0:95: 'xfb layout qualifier' : can only be used on an output
ERROR: 0:101: 'xfb_offset' : cannot declare a default, use a full declaration
ERROR: 0:111: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
ERROR: 0:116: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
ERROR: 0:116: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3
ERROR: 0:117: 'xfb_offset' : overlapping offsets at offset 0 in buffer 2
ERROR: 0:119: 'xfb_offset' : overlapping offsets at offset 24 in buffer 2
ERROR: 0:122: 'xfb_stride' : all stride settings must match for xfb buffer 15
ERROR: 0:126: 'xfb_offset' : overlapping offsets at offset 4 in buffer 1
ERROR: 0:128: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:129: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:133: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:131: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:152: 'xfb_offset' : overlapping offsets at offset 64 in buffer 0
ERROR: 0:157: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:158: 'xfb_offset' : must be a multiple of size of first component
ERROR: 0:159: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8
ERROR: 0:161: 'xfb_offset' : must be a multiple of size of first component
ERROR: 0:162: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8
ERROR: 0:166: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:169: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:169: 'xfb_stride' : 1/4 stride is too large: gl_MaxTransformFeedbackInterleavedComponents is 64
ERROR: 0:171: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:178: 'xfb_offset' : overlapping offsets at offset 36 in buffer 3
ERROR: 0:179: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
ERROR: 0:178: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3
ERROR: 0:185: 'gl_BaseVertexARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:185: 'gl_BaseInstanceARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:185: 'gl_DrawIDARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:193: 'assign' : l-value required "gl_BaseVertexARB" (can't modify shader input)
ERROR: 0:194: 'assign' : l-value required "gl_BaseInstanceARB" (can't modify shader input)
ERROR: 0:195: 'assign' : l-value required "gl_DrawIDARB" (can't modify shader input)
ERROR: 0:196: 'glBaseInstanceARB' : undeclared identifier
ERROR: 57 compilation errors. No code generated.
Shader version: 440
Requested GL_ARB_shader_draw_parameters
in xfb mode
ERROR: node is still EOpNull!
0:183 Function Definition: drawParamsBad( ( global int)
0:183 Function Parameters:
0:185 Sequence
0:185 Branch: Return with expression
0:185 add ( temp int)
0:185 add ( temp int)
0:185 'gl_BaseVertexARB' ( in int BaseVertex)
0:185 'gl_BaseInstanceARB' ( in int BaseInstance)
0:185 'gl_DrawIDARB' ( in int DrawId)
0:190 Function Definition: drawParams( ( global int)
0:190 Function Parameters:
0:192 Sequence
0:192 Branch: Return with expression
0:192 add ( temp int)
0:192 add ( temp int)
0:192 'gl_BaseVertexARB' ( in int BaseVertex)
0:192 'gl_BaseInstanceARB' ( in int BaseInstance)
0:192 'gl_DrawIDARB' ( in int DrawId)
0:193 move second child to first child ( temp int)
0:193 'gl_BaseVertexARB' ( in int BaseVertex)
0:193 Constant:
0:193 3 (const int)
0:194 move second child to first child ( temp int)
0:194 'gl_BaseInstanceARB' ( in int BaseInstance)
0:194 Constant:
0:194 3 (const int)
0:195 move second child to first child ( temp int)
0:195 'gl_DrawIDARB' ( in int DrawId)
0:195 Constant:
0:195 3 (const int)
0:196 'glBaseInstanceARB' ( temp float)
0:? Linker Objects
0:? 'a' (layout( location=2 component=2) in 2-component vector of float)
0:? 'b' (layout( location=2 component=1) in float)
0:? 'c' (layout( location=3 component=2) in 3-component vector of float)
0:? 'd' (layout( location=0 component=3) in 4-element array of float)
0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float)
0:? 'f' (layout( location=4 component=3) in 5-element array of float)
0:? 'g' (layout( location=9) in 6-element array of float)
0:? 'h' (layout( location=4 component=2) in 2-component vector of float)
0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float)
0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float)
0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float)
0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float)
0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float)
0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float)
0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float)
0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float)
0:? 's' (layout( location=15 component=3) smooth out float)
0:? 't' (layout( location=10 component=1) smooth out float)
0:? 'u' (layout( location=20 component=2) smooth out float)
0:? 'v' (layout( location=20 component=0) smooth out float)
0:? 'w' (layout( location=20 component=3) smooth out float)
0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float)
0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float)
0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float)
0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float)
0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a})
0:? 'bb' (layout( location=34 component=1) out block{ out int a})
0:? 'bc' (layout( location=4095 component=1) smooth out float)
0:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss})
0:? 'be' (layout( location=50 component=3) smooth out int)
0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float)
0:? 'dfo' (layout( location=51 component=1) smooth out double)
0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double)
0:? 'dfo2' (layout( location=53) smooth out double)
0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float)
0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double)
0:? 'overf' (layout( location=55) smooth out float)
0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float)
0:? 'sf2o' (layout( location=56 component=3) smooth out float)
0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float)
0:? 'sf4o' (layout( location=57 component=3) smooth out float)
0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double)
0:? 'dfo3' (layout( location=59 component=2) flat out double)
0:? 'dfo4' (layout( location=59 component=0) flat out double)
0:? 'bbinst1' ( out block{ out 4-component vector of float bbv})
0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv})
0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv})
0:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv})
0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float)
0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2})
0:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
0:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6})
0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float)
0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int)
0:? 'bl' (layout( xfb_stride=48) smooth out float)
0:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2})
0:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g})
0:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s})
0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float)
0:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f})
0:? 'anon@0' ( out block{layout( xfb_buffer=3 xfb_offset=36) gl_Position 4-component vector of float Position gl_Position, layout( xfb_buffer=3 xfb_offset=32) gl_PointSize float PointSize gl_PointSize, })
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
ERROR: Linking vertex stage: Missing entry point: Each stage requires one entry point
ERROR: Linking vertex stage: xfb_stride is too small to hold all buffer entries:
ERROR: xfb_buffer 0, xfb_stride 92, minimum stride needed: 96
ERROR: Linking vertex stage: xfb_stride must be multiple of 8 for buffer holding a double:
ERROR: xfb_buffer 0, xfb_stride 92
ERROR: Linking vertex stage: xfb_stride must be multiple of 4:
ERROR: xfb_buffer 5, xfb_stride 6
ERROR: Linking vertex stage: xfb_stride is too large:
ERROR: xfb_buffer 7, components (1/4 stride) needed are 66, gl_MaxTransformFeedbackInterleavedComponents is 64
Shader version: 440
Requested GL_ARB_shader_draw_parameters
in xfb mode
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'a' (layout( location=2 component=2) in 2-component vector of float)
0:? 'b' (layout( location=2 component=1) in float)
0:? 'c' (layout( location=3 component=2) in 3-component vector of float)
0:? 'd' (layout( location=0 component=3) in 4-element array of float)
0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float)
0:? 'f' (layout( location=4 component=3) in 5-element array of float)
0:? 'g' (layout( location=9) in 6-element array of float)
0:? 'h' (layout( location=4 component=2) in 2-component vector of float)
0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float)
0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float)
0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float)
0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float)
0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float)
0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float)
0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float)
0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float)
0:? 's' (layout( location=15 component=3) smooth out float)
0:? 't' (layout( location=10 component=1) smooth out float)
0:? 'u' (layout( location=20 component=2) smooth out float)
0:? 'v' (layout( location=20 component=0) smooth out float)
0:? 'w' (layout( location=20 component=3) smooth out float)
0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float)
0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float)
0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float)
0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float)
0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a})
0:? 'bb' (layout( location=34 component=1) out block{ out int a})
0:? 'bc' (layout( location=4095 component=1) smooth out float)
0:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss})
0:? 'be' (layout( location=50 component=3) smooth out int)
0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float)
0:? 'dfo' (layout( location=51 component=1) smooth out double)
0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double)
0:? 'dfo2' (layout( location=53) smooth out double)
0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float)
0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double)
0:? 'overf' (layout( location=55) smooth out float)
0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float)
0:? 'sf2o' (layout( location=56 component=3) smooth out float)
0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float)
0:? 'sf4o' (layout( location=57 component=3) smooth out float)
0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double)
0:? 'dfo3' (layout( location=59 component=2) flat out double)
0:? 'dfo4' (layout( location=59 component=0) flat out double)
0:? 'bbinst1' ( out block{ out 4-component vector of float bbv})
0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv})
0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv})
0:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv})
0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float)
0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float)
0:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2})
0:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
0:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6})
0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float)
0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int)
0:? 'bl' (layout( xfb_stride=48) smooth out float)
0:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2})
0:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g})
0:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s})
0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float)
0:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f})
0:? 'anon@0' ( out block{layout( xfb_buffer=3 xfb_offset=36) gl_Position 4-component vector of float Position gl_Position, layout( xfb_buffer=3 xfb_offset=32) gl_PointSize float PointSize gl_PointSize, })
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,24 +0,0 @@
450.comp
ERROR: 0:2: 'local_size_x' : must be at least 1
ERROR: 0:5: 'shared' : not allowed in nested scope
ERROR: 2 compilation errors. No code generated.
Shader version: 450
local_size = (1, 1, 1)
ERROR: node is still EOpNull!
0:3 Function Definition: main( ( global void)
0:3 Function Parameters:
0:? Linker Objects
Linked compute stage:
Shader version: 450
local_size = (1, 1, 1)
ERROR: node is still EOpNull!
0:3 Function Definition: main( ( global void)
0:3 Function Parameters:
0:? Linker Objects

View File

@ -1,285 +0,0 @@
450.frag
ERROR: 0:63: 'location' : cannot use in a block array where new locations are needed for each block element
ERROR: 0:68: 'early_fragment_tests' : can only apply to a standalone qualifier
ERROR: 2 compilation errors. No code generated.
Shader version: 450
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 Sequence
0:10 move second child to first child ( temp 2-component vector of float)
0:10 'v2' ( temp 2-component vector of float)
0:10 dPdxFine ( global 2-component vector of float)
0:10 'in2' ( smooth in 2-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp 3-component vector of float)
0:11 'v3' ( temp 3-component vector of float)
0:11 dPdyCoarse ( global 3-component vector of float)
0:11 'in3' ( smooth in 3-component vector of float)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'v4' ( temp 4-component vector of float)
0:12 fwidth ( global 4-component vector of float)
0:12 'in4' ( smooth in 4-component vector of float)
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v4' ( temp 4-component vector of float)
0:13 dPdyFine ( global 4-component vector of float)
0:13 'in4' ( smooth in 4-component vector of float)
0:14 move second child to first child ( temp 3-component vector of float)
0:14 'v3' ( temp 3-component vector of float)
0:14 dPdyFine ( global 3-component vector of float)
0:14 'in3' ( smooth in 3-component vector of float)
0:15 Sequence
0:15 move second child to first child ( temp float)
0:15 'f' ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 dPdx ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxFine ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxCoarse ( global float)
0:15 'in1' ( smooth in float)
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'v4' ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 fwidthCoarse ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:16 fwidthFine ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'cull' ( temp float)
0:18 direct index ( smooth temp float CullDistance)
0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:18 Constant:
0:18 2 (const int)
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'consts' ( temp float)
0:19 Constant:
0:19 20.000000
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
0:21 true case
0:22 Pre-Increment ( temp 4-component vector of float)
0:22 'v4' ( temp 4-component vector of float)
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'sum' ( temp int)
0:24 Constant:
0:24 32 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 2-component vector of bool)
0:32 'b2' ( temp 2-component vector of bool)
0:32 mix ( global 2-component vector of bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b1' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b3' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b' ( temp bool)
0:33 Sequence
0:33 move second child to first child ( temp uint)
0:33 'um' ( temp uint)
0:33 mix ( global uint)
0:33 'uin' ( temp uint)
0:33 'uin' ( temp uint)
0:33 'b' ( temp bool)
0:34 Sequence
0:34 move second child to first child ( temp 3-component vector of int)
0:34 'im3' ( temp 3-component vector of int)
0:34 mix ( global 3-component vector of int)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct bvec3 ( temp 3-component vector of bool)
0:34 'b' ( temp bool)
0:42 Function Definition: foo( ( global void)
0:42 Function Parameters:
0:44 Sequence
0:44 Sequence
0:44 move second child to first child ( temp int)
0:44 's' ( temp int)
0:44 textureSamples ( global int)
0:44 's2dms' ( uniform sampler2DMS)
0:45 add second child into first child ( temp int)
0:45 's' ( temp int)
0:45 textureSamples ( global int)
0:45 'us2dmsa' ( uniform usampler2DMSArray)
0:46 add second child into first child ( temp int)
0:46 's' ( temp int)
0:46 imageQuerySamples ( global int)
0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:47 add second child into first child ( temp int)
0:47 's' ( temp int)
0:47 imageQuerySamples ( global int)
0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'f' ( temp float)
0:48 imageAtomicExchange ( global float)
0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:48 Convert float to int ( temp 3-component vector of int)
0:48 'in3' ( smooth in 3-component vector of float)
0:48 Constant:
0:48 2 (const int)
0:48 Constant:
0:48 4.500000
0:53 Function Definition: cull(i1; ( global float)
0:53 Function Parameters:
0:53 'i' ( in int)
0:55 Sequence
0:55 Branch: Return with expression
0:55 Test condition and select ( temp float)
0:55 Condition
0:55 Compare Greater Than or Equal ( temp bool)
0:55 'i' ( in int)
0:55 Constant:
0:55 6 (const int)
0:55 true case
0:55 direct index ( smooth temp float CullDistance)
0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:55 Constant:
0:55 5 (const int)
0:55 false case
0:55 indirect index ( smooth temp float CullDistance)
0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:55 'i' ( in int)
0:? Linker Objects
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
0:? 'in3' ( smooth in 3-component vector of float)
0:? 'in4' ( smooth in 4-component vector of float)
0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:? 's2dms' ( uniform sampler2DMS)
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:? 'f' ( smooth in float)
Linked fragment stage:
Shader version: 450
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 Sequence
0:10 move second child to first child ( temp 2-component vector of float)
0:10 'v2' ( temp 2-component vector of float)
0:10 dPdxFine ( global 2-component vector of float)
0:10 'in2' ( smooth in 2-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp 3-component vector of float)
0:11 'v3' ( temp 3-component vector of float)
0:11 dPdyCoarse ( global 3-component vector of float)
0:11 'in3' ( smooth in 3-component vector of float)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'v4' ( temp 4-component vector of float)
0:12 fwidth ( global 4-component vector of float)
0:12 'in4' ( smooth in 4-component vector of float)
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v4' ( temp 4-component vector of float)
0:13 dPdyFine ( global 4-component vector of float)
0:13 'in4' ( smooth in 4-component vector of float)
0:14 move second child to first child ( temp 3-component vector of float)
0:14 'v3' ( temp 3-component vector of float)
0:14 dPdyFine ( global 3-component vector of float)
0:14 'in3' ( smooth in 3-component vector of float)
0:15 Sequence
0:15 move second child to first child ( temp float)
0:15 'f' ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 dPdx ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxFine ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxCoarse ( global float)
0:15 'in1' ( smooth in float)
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'v4' ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 fwidthCoarse ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:16 fwidthFine ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'cull' ( temp float)
0:18 direct index ( smooth temp float CullDistance)
0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:18 Constant:
0:18 2 (const int)
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'consts' ( temp float)
0:19 Constant:
0:19 20.000000
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
0:21 true case
0:22 Pre-Increment ( temp 4-component vector of float)
0:22 'v4' ( temp 4-component vector of float)
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'sum' ( temp int)
0:24 Constant:
0:24 32 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 2-component vector of bool)
0:32 'b2' ( temp 2-component vector of bool)
0:32 mix ( global 2-component vector of bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b1' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b3' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b' ( temp bool)
0:33 Sequence
0:33 move second child to first child ( temp uint)
0:33 'um' ( temp uint)
0:33 mix ( global uint)
0:33 'uin' ( temp uint)
0:33 'uin' ( temp uint)
0:33 'b' ( temp bool)
0:34 Sequence
0:34 move second child to first child ( temp 3-component vector of int)
0:34 'im3' ( temp 3-component vector of int)
0:34 mix ( global 3-component vector of int)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct bvec3 ( temp 3-component vector of bool)
0:34 'b' ( temp bool)
0:? Linker Objects
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
0:? 'in3' ( smooth in 3-component vector of float)
0:? 'in4' ( smooth in 4-component vector of float)
0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:? 's2dms' ( uniform sampler2DMS)
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:? 'f' ( smooth in float)

View File

@ -1,85 +0,0 @@
450.geom
ERROR: 0:15: '[' : array index out of range '3'
ERROR: 0:15: 'gl_Position' : no such field in structure
ERROR: 0:19: 'points' : can only apply to a standalone qualifier
ERROR: 3 compilation errors. No code generated.
Shader version: 450
invocations = -1
max_vertices = -1
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:15 'gl_in' ( in 3-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:15 Constant:
0:15 3 (const int)
0:16 move second child to first child ( temp float)
0:16 direct index (layout( stream=0) temp float CullDistance)
0:16 gl_CullDistance: direct index for structure (layout( stream=0) out 3-element array of float CullDistance)
0:16 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance})
0:16 Constant:
0:16 3 (const uint)
0:16 Constant:
0:16 2 (const int)
0:16 direct index ( temp float CullDistance)
0:16 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance)
0:16 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:16 'gl_in' ( in 3-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:16 Constant:
0:16 1 (const int)
0:16 Constant:
0:16 0 (const int)
0:16 Constant:
0:16 2 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 3-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance})
0:? 'f' ( in 3-element array of float)
Linked geometry stage:
ERROR: Linking geometry stage: At least one shader must specify an output layout primitive
ERROR: Linking geometry stage: At least one shader must specify a layout(max_vertices = value)
Shader version: 450
invocations = 1
max_vertices = -1
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:15 'gl_in' ( in 3-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:15 Constant:
0:15 3 (const int)
0:16 move second child to first child ( temp float)
0:16 direct index (layout( stream=0) temp float CullDistance)
0:16 gl_CullDistance: direct index for structure (layout( stream=0) out 3-element array of float CullDistance)
0:16 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance})
0:16 Constant:
0:16 3 (const uint)
0:16 Constant:
0:16 2 (const int)
0:16 direct index ( temp float CullDistance)
0:16 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance)
0:16 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:16 'gl_in' ( in 3-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:16 Constant:
0:16 1 (const int)
0:16 Constant:
0:16 0 (const int)
0:16 Constant:
0:16 2 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 3-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out 3-element array of float CullDistance gl_CullDistance})
0:? 'f' ( in 3-element array of float)

View File

@ -1,74 +0,0 @@
450.tesc
ERROR: 0:20: 'location' : cannot use in a block array where new locations are needed for each block element
ERROR: 1 compilation errors. No code generated.
Shader version: 450
vertices = -1
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp float)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance)
0:13 indirect index ( temp block{ out 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_InvocationID' ( in int InvocationID)
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 2 (const int)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance)
0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:? 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance})
0:? 'bInst1' ( out 2-element array of block{layout( location=4) out float f, layout( location=5) out float g})
0:? 'bInst2' ( out 2-element array of 3-element array of block{layout( location=6) out float f, layout( location=7) out float g})
Linked tessellation control stage:
ERROR: Linking tessellation control stage: At least one shader must specify an output layout(vertices=...)
Shader version: 450
vertices = -1
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp float)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance)
0:13 indirect index ( temp block{ out 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_InvocationID' ( in int InvocationID)
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 2 (const int)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance)
0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:? 'gl_out' ( out 4-element array of block{ out 3-element array of float CullDistance gl_CullDistance})
0:? 'bInst1' ( out 2-element array of block{layout( location=4) out float f, layout( location=5) out float g})
0:? 'bInst2' ( out 2-element array of 3-element array of block{layout( location=6) out float f, layout( location=7) out float g})

View File

@ -1,87 +0,0 @@
450.tese
ERROR: 0:16: 'equal_spacing' : can only apply to a standalone qualifier
ERROR: 0:17: 'fractional_even_spacing' : can only apply to a standalone qualifier
ERROR: 0:18: 'fractional_odd_spacing' : can only apply to a standalone qualifier
ERROR: 0:19: 'cw' : can only apply to a standalone qualifier
ERROR: 0:20: 'ccw' : can only apply to a standalone qualifier
ERROR: 0:21: 'point_mode' : can only apply to a standalone qualifier
ERROR: 6 compilation errors. No code generated.
Shader version: 450
input primitive = none
vertex spacing = none
triangle order = none
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp float)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance)
0:13 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:13 Constant:
0:13 3 (const uint)
0:13 Constant:
0:13 2 (const int)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance)
0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:? 'f1' ( in 32-element array of float)
0:? 'f2' ( in 32-element array of float)
0:? 'f3' ( in 32-element array of float)
0:? 'f4' ( in 32-element array of float)
0:? 'f5' ( in 32-element array of float)
0:? 'f6' ( in 32-element array of float)
Linked tessellation evaluation stage:
ERROR: Linking tessellation evaluation stage: At least one shader must specify an input layout primitive
Shader version: 450
input primitive = none
vertex spacing = equal_spacing
triangle order = ccw
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp float)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance)
0:13 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:13 Constant:
0:13 3 (const uint)
0:13 Constant:
0:13 2 (const int)
0:13 direct index ( temp float CullDistance)
0:13 gl_CullDistance: direct index for structure ( in 3-element array of float CullDistance)
0:13 direct index ( temp block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:13 Constant:
0:13 1 (const int)
0:13 Constant:
0:13 0 (const int)
0:13 Constant:
0:13 2 (const int)
0:? Linker Objects
0:? 'gl_in' ( in 32-element array of block{ in 3-element array of float CullDistance gl_CullDistance})
0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:? 'f1' ( in 32-element array of float)
0:? 'f2' ( in 32-element array of float)
0:? 'f3' ( in 32-element array of float)
0:? 'f4' ( in 32-element array of float)
0:? 'f5' ( in 32-element array of float)
0:? 'f6' ( in 32-element array of float)

View File

@ -1,123 +0,0 @@
450.vert
ERROR: 0:12: 'out' : cannot be bool
ERROR: 0:13: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: outo
ERROR: 0:30: '::' : not supported
ERROR: 0:31: 'atomicCounterAdd' : no matching overloaded function found
ERROR: 0:32: 'atomicCounterSubtract' : no matching overloaded function found
ERROR: 0:33: 'atomicCounterMin' : no matching overloaded function found
ERROR: 0:34: 'atomicCounterMax' : no matching overloaded function found
ERROR: 0:35: 'atomicCounterAnd' : no matching overloaded function found
ERROR: 0:36: 'atomicCounterOr' : no matching overloaded function found
ERROR: 0:37: 'atomicCounterXor' : no matching overloaded function found
ERROR: 0:38: 'atomicCounterExchange' : no matching overloaded function found
ERROR: 0:39: 'atomicCounterCompSwap' : no matching overloaded function found
ERROR: 0:41: 'gl_BaseVertex' : undeclared identifier
ERROR: 0:41: 'gl_BaseInstance' : undeclared identifier
ERROR: 0:41: 'gl_DrawID' : undeclared identifier
ERROR: 0:41: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:44: 'anyInvocation' : no matching overloaded function found
ERROR: 0:45: 'allInvocations' : no matching overloaded function found
ERROR: 0:46: 'allInvocationsEqual' : no matching overloaded function found
ERROR: 0:48: 'extraneous semicolon' : not supported for this version or the enabled extensions
ERROR: 0:50: 'location' : cannot apply to uniform or buffer block
ERROR: 0:54: 'location' : cannot apply to uniform or buffer block
ERROR: 22 compilation errors. No code generated.
Shader version: 450
ERROR: node is still EOpNull!
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 move second child to first child ( temp float)
0:9 direct index ( temp float CullDistance)
0:9 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance)
0:9 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:9 Constant:
0:9 10 (const uint)
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 4.500000
0:28 Function Definition: foo( ( global void)
0:28 Function Parameters:
0:? Sequence
0:31 Constant:
0:31 0.000000
0:32 Constant:
0:32 0.000000
0:33 Constant:
0:33 0.000000
0:34 Constant:
0:34 0.000000
0:35 Constant:
0:35 0.000000
0:36 Constant:
0:36 0.000000
0:37 Constant:
0:37 0.000000
0:38 Constant:
0:38 0.000000
0:39 Constant:
0:39 0.000000
0:44 Constant:
0:44 0.000000
0:45 Constant:
0:45 0.000000
0:46 Constant:
0:46 0.000000
0:? Linker Objects
0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:? 'outb' ( smooth out bool)
0:? 'outo' ( smooth out sampler2D)
0:? 'outa' ( smooth out 4-element array of float)
0:? 'outaa' ( smooth out 4-element array of 2-element array of float)
0:? 'outs' ( smooth out structure{ global float f})
0:? 'outasa' ( smooth out 4-element array of structure{ global float f})
0:? 'outsa' ( smooth out 4-element array of structure{ global float f})
0:? 'outSA' ( smooth out structure{ global 4-element array of float f})
0:? 'outSS' ( smooth out structure{ global float f, global structure{ global float f} s})
0:? 'aui' (layout( binding=0 offset=0) uniform atomic_uint)
0:? 'ui' ( global uint)
0:? 'anon@1' (layout( location=0 column_major shared) uniform block{layout( column_major shared) uniform int a})
0:? 'anon@2' (layout( location=0 column_major shared) buffer block{layout( column_major shared) buffer int b})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 450
ERROR: node is still EOpNull!
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 move second child to first child ( temp float)
0:9 direct index ( temp float CullDistance)
0:9 gl_CullDistance: direct index for structure ( out 3-element array of float CullDistance)
0:9 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:9 Constant:
0:9 10 (const uint)
0:9 Constant:
0:9 2 (const int)
0:9 Constant:
0:9 4.500000
0:? Linker Objects
0:? 'anon@0' ( out block{ out 3-element array of float CullDistance gl_CullDistance})
0:? 'outb' ( smooth out bool)
0:? 'outo' ( smooth out sampler2D)
0:? 'outa' ( smooth out 4-element array of float)
0:? 'outaa' ( smooth out 4-element array of 2-element array of float)
0:? 'outs' ( smooth out structure{ global float f})
0:? 'outasa' ( smooth out 4-element array of structure{ global float f})
0:? 'outsa' ( smooth out 4-element array of structure{ global float f})
0:? 'outSA' ( smooth out structure{ global 4-element array of float f})
0:? 'outSS' ( smooth out structure{ global float f, global structure{ global float f} s})
0:? 'aui' (layout( binding=0 offset=0) uniform atomic_uint)
0:? 'ui' ( global uint)
0:? 'anon@1' (layout( location=0 column_major shared) uniform block{layout( column_major shared) uniform int a})
0:? 'anon@2' (layout( location=0 column_major shared) buffer block{layout( column_major shared) buffer int b})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

File diff suppressed because it is too large Load Diff

View File

@ -1,298 +0,0 @@
aggOps.frag
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
WARNING: 0:6: varying deprecated in version 130; may be removed in future release
Shader version: 130
0:? Sequence
0:23 Function Definition: main( ( global void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
0:27 'a' ( temp 3-element array of structure{ global int i, global float f})
0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f})
0:27 Construct structure ( temp structure{ global int i, global float f})
0:27 Convert float to int ( temp int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure ( temp structure{ global int i, global float f})
0:27 Convert float to int ( temp int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
0:28 'b' ( temp 3-element array of structure{ global int i, global float f})
0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure ( temp structure{ global int i, global float f})
0:28 Convert float to int ( temp int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure ( temp structure{ global int i, global float f})
0:28 Convert float to int ( temp int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Compare Equal ( temp bool)
0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:30 true case
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'v' ( temp 4-component vector of float)
0:31 texture ( global 4-component vector of float)
0:31 'sampler' ( uniform sampler2D)
0:31 'coord' ( smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'v' ( temp 4-component vector of float)
0:33 texture ( global 4-component vector of float)
0:33 'sampler' ( uniform sampler2D)
0:33 vector-scale ( temp 2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' ( smooth in 2-component vector of float)
0:35 Test condition and select ( temp void)
0:35 Condition
0:35 Compare Equal ( temp bool)
0:35 'u' ( smooth in 4-component vector of float)
0:35 'v' ( temp 4-component vector of float)
0:35 true case
0:36 vector scale second child into first child ( temp 4-component vector of float)
0:36 'v' ( temp 4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Not Equal ( temp bool)
0:38 'u' ( smooth in 4-component vector of float)
0:38 'v' ( temp 4-component vector of float)
0:38 true case
0:39 vector scale second child into first child ( temp 4-component vector of float)
0:39 'v' ( temp 4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select ( temp void)
0:41 Condition
0:41 Compare Equal ( temp bool)
0:41 'coord' ( smooth in 2-component vector of float)
0:41 vector swizzle ( temp 2-component vector of float)
0:41 'v' ( temp 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child ( temp 4-component vector of float)
0:42 'v' ( temp 4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select ( temp void)
0:44 Condition
0:44 Compare Equal ( temp bool)
0:44 'a' ( temp 3-element array of structure{ global int i, global float f})
0:44 'b' ( temp 3-element array of structure{ global int i, global float f})
0:44 true case
0:45 vector scale second child into first child ( temp 4-component vector of float)
0:45 'v' ( temp 4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select ( temp void)
0:47 Condition
0:47 Compare Not Equal ( temp bool)
0:47 'a' ( temp 3-element array of structure{ global int i, global float f})
0:47 'b' ( temp 3-element array of structure{ global int i, global float f})
0:47 true case
0:48 vector scale second child into first child ( temp 4-component vector of float)
0:48 'v' ( temp 4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:50 'v' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'sampler' ( uniform sampler2D)
0:? 'coord' ( smooth in 2-component vector of float)
0:? 'u' ( smooth in 4-component vector of float)
0:? 'w' ( smooth in 4-component vector of float)
0:? 'foo1' ( uniform structure{ global int i, global float f})
0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
Linked fragment stage:
Shader version: 130
0:? Sequence
0:23 Function Definition: main( ( global void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
0:27 'a' ( temp 3-element array of structure{ global int i, global float f})
0:27 Construct structure ( temp 3-element array of structure{ global int i, global float f})
0:27 Construct structure ( temp structure{ global int i, global float f})
0:27 Convert float to int ( temp int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure ( temp structure{ global int i, global float f})
0:27 Convert float to int ( temp int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index ( temp float)
0:27 'u' ( smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child ( temp 3-element array of structure{ global int i, global float f})
0:28 'b' ( temp 3-element array of structure{ global int i, global float f})
0:28 Construct structure ( temp 3-element array of structure{ global int i, global float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure ( temp structure{ global int i, global float f})
0:28 Convert float to int ( temp int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure ( temp structure{ global int i, global float f})
0:28 Convert float to int ( temp int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index ( temp float)
0:28 'w' ( smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Compare Equal ( temp bool)
0:30 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:30 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:30 true case
0:31 move second child to first child ( temp 4-component vector of float)
0:31 'v' ( temp 4-component vector of float)
0:31 texture ( global 4-component vector of float)
0:31 'sampler' ( uniform sampler2D)
0:31 'coord' ( smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'v' ( temp 4-component vector of float)
0:33 texture ( global 4-component vector of float)
0:33 'sampler' ( uniform sampler2D)
0:33 vector-scale ( temp 2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' ( smooth in 2-component vector of float)
0:35 Test condition and select ( temp void)
0:35 Condition
0:35 Compare Equal ( temp bool)
0:35 'u' ( smooth in 4-component vector of float)
0:35 'v' ( temp 4-component vector of float)
0:35 true case
0:36 vector scale second child into first child ( temp 4-component vector of float)
0:36 'v' ( temp 4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Not Equal ( temp bool)
0:38 'u' ( smooth in 4-component vector of float)
0:38 'v' ( temp 4-component vector of float)
0:38 true case
0:39 vector scale second child into first child ( temp 4-component vector of float)
0:39 'v' ( temp 4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select ( temp void)
0:41 Condition
0:41 Compare Equal ( temp bool)
0:41 'coord' ( smooth in 2-component vector of float)
0:41 vector swizzle ( temp 2-component vector of float)
0:41 'v' ( temp 4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child ( temp 4-component vector of float)
0:42 'v' ( temp 4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select ( temp void)
0:44 Condition
0:44 Compare Equal ( temp bool)
0:44 'a' ( temp 3-element array of structure{ global int i, global float f})
0:44 'b' ( temp 3-element array of structure{ global int i, global float f})
0:44 true case
0:45 vector scale second child into first child ( temp 4-component vector of float)
0:45 'v' ( temp 4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select ( temp void)
0:47 Condition
0:47 Compare Not Equal ( temp bool)
0:47 'a' ( temp 3-element array of structure{ global int i, global float f})
0:47 'b' ( temp 3-element array of structure{ global int i, global float f})
0:47 true case
0:48 vector scale second child into first child ( temp 4-component vector of float)
0:48 'v' ( temp 4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:50 'v' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'sampler' ( uniform sampler2D)
0:? 'coord' ( smooth in 2-component vector of float)
0:? 'u' ( smooth in 4-component vector of float)
0:? 'w' ( smooth in 4-component vector of float)
0:? 'foo1' ( uniform structure{ global int i, global float f})
0:? 'foo2a' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})
0:? 'foo2b' ( uniform structure{ global int i, global float f, global structure{ global int i, global float f} s1_1})

View File

@ -1,239 +0,0 @@
always-discard.frag
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child ( temp float)
0:14 'radius' ( temp float)
0:14 sqrt ( global float)
0:14 add ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'x' ( temp float)
0:14 'x' ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'y' ( temp float)
0:14 'y' ( temp float)
0:15 Test condition and select ( temp void)
0:15 Condition
0:15 Compare Greater Than ( temp bool)
0:15 'radius' ( temp float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select ( temp void)
0:16 Condition
0:16 Compare Greater Than ( temp bool)
0:16 'radius' ( temp float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment ( temp 4-component vector of float)
0:17 'color' ( temp 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:20 'color' ( temp 4-component vector of float)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Greater Than ( temp bool)
0:22 'radius' ( temp float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment ( temp 4-component vector of float)
0:23 'color' ( temp 4-component vector of float)
0:28 Branch: Kill
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Greater Than or Equal ( temp bool)
0:31 'radius' ( temp float)
0:31 Constant:
0:31 0.750000
0:31 true case
0:32 subtract second child into first child ( temp 4-component vector of float)
0:32 'color' ( temp 4-component vector of float)
0:32 Absolute value ( global float)
0:32 divide ( temp float)
0:32 pow ( global float)
0:32 'radius' ( temp float)
0:32 Constant:
0:32 16.000000
0:32 Constant:
0:32 2.000000
0:34 move second child to first child ( temp 4-component vector of float)
0:34 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:34 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child ( temp float)
0:14 'radius' ( temp float)
0:14 sqrt ( global float)
0:14 add ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'x' ( temp float)
0:14 'x' ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'y' ( temp float)
0:14 'y' ( temp float)
0:15 Test condition and select ( temp void)
0:15 Condition
0:15 Compare Greater Than ( temp bool)
0:15 'radius' ( temp float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select ( temp void)
0:16 Condition
0:16 Compare Greater Than ( temp bool)
0:16 'radius' ( temp float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment ( temp 4-component vector of float)
0:17 'color' ( temp 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:20 'color' ( temp 4-component vector of float)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Greater Than ( temp bool)
0:22 'radius' ( temp float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment ( temp 4-component vector of float)
0:23 'color' ( temp 4-component vector of float)
0:28 Branch: Kill
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Greater Than or Equal ( temp bool)
0:31 'radius' ( temp float)
0:31 Constant:
0:31 0.750000
0:31 true case
0:32 subtract second child into first child ( temp 4-component vector of float)
0:32 'color' ( temp 4-component vector of float)
0:32 Absolute value ( global float)
0:32 divide ( temp float)
0:32 pow ( global float)
0:32 'radius' ( temp float)
0:32 Constant:
0:32 16.000000
0:32 Constant:
0:32 2.000000
0:34 move second child to first child ( temp 4-component vector of float)
0:34 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:34 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)

View File

@ -1,121 +0,0 @@
always-discard2.frag
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Branch: Kill
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:17 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Branch: Kill
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:17 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)

View File

@ -1,480 +0,0 @@
array.frag
ERROR: 0:21: '[' : array index out of range '2'
ERROR: 0:27: '[' : array must be redeclared with a size before being indexed with a variable
ERROR: 0:30: 'assign' : cannot convert from ' global 4-element array of float' to ' global 5-element array of float'
ERROR: 0:31: 'assign' : cannot convert from ' global 4-element array of float' to ' global runtime-sized array of float'
ERROR: 0:33: 'foo' : no matching overloaded function found
ERROR: 0:42: '[' : array index out of range '5'
ERROR: 0:45: '[' : array index out of range '1000'
ERROR: 0:46: '[' : index out of range '-1'
ERROR: 0:52: '[' : array index out of range '2'
ERROR: 0:54: 'const' : non-matching or non-convertible constant type for const initializer
ERROR: 0:56: '=' : cannot convert from ' const 2-element array of int' to ' temp 3-element array of int'
ERROR: 0:57: '[]' : scalar integer expression required
ERROR: 0:57: '[' : index out of range '-858993459'
ERROR: 0:58: '[]' : scalar integer expression required
ERROR: 0:61: '' : array size required
ERROR: 0:62: '' : array size required
ERROR: 0:63: '' : array size required
ERROR: 0:66: '=' : cannot convert from ' temp 3-component vector of float' to ' global float'
ERROR: 0:76: 'bar' : no matching overloaded function found
ERROR: 0:79: '' : array size required
ERROR: 0:84: 'return' : type does not match, or is not convertible to, the function's return type
ERROR: 0:93: 'length' : array must be declared with a size before using this method
ERROR: 0:101: '[' : array index out of range '5'
ERROR: 0:104: 'constructor' : array constructor must have at least one argument
ERROR: 0:104: '=' : cannot convert from ' const float' to ' global unsized 1-element array of int'
ERROR: 0:106: 'constructor' : array argument must be sized
ERROR: 0:111: 'variable index' : required extension not requested: GL_EXT_nonuniform_qualifier
ERROR: 0:111: 'variable indexing sampler array' : not supported with this profile: none
ERROR: 0:112: '[]' : array initializer must be sized
ERROR: 29 compilation errors. No code generated.
Shader version: 130
ERROR: node is still EOpNull!
0:9 Function Definition: foo(f1[5]; ( global 4-element array of float)
0:9 Function Parameters:
0:9 'a' ( in 5-element array of float)
0:11 Sequence
0:11 Branch: Return with expression
0:11 Construct float ( temp 4-element array of float)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 0 (const int)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 1 (const int)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 2 (const int)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 3 (const int)
0:14 Function Definition: bar(f1[5]; ( global void)
0:14 Function Parameters:
0:14 '' ( in 5-element array of float)
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:? Sequence
0:? Sequence
0:21 move second child to first child ( temp float)
0:21 direct index ( temp float)
0:21 'gu' ( temp 2-element array of float)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 4.000000
0:24 move second child to first child ( temp float)
0:24 direct index ( temp float)
0:24 'gu' ( global runtime-sized array of float)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 4.000000
0:26 move second child to first child ( temp float)
0:26 direct index ( temp float)
0:26 'gu' ( global runtime-sized array of float)
0:26 Constant:
0:26 3 (const int)
0:26 Constant:
0:26 3.000000
0:27 move second child to first child ( temp float)
0:27 indirect index ( temp float)
0:27 'gu' ( global runtime-sized array of float)
0:27 'a' ( uniform int)
0:27 Constant:
0:27 5.000000
0:29 move second child to first child ( temp 4-element array of float)
0:29 'g4' ( global 4-element array of float)
0:29 Function Call: foo(f1[5]; ( global 4-element array of float)
0:29 'g5' ( global 5-element array of float)
0:30 'g5' ( global 5-element array of float)
0:31 'gu' ( global runtime-sized array of float)
0:33 Constant:
0:33 0.000000
0:34 Function Call: bar(f1[5]; ( global void)
0:34 'g5' ( global 5-element array of float)
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Equal ( temp bool)
0:36 Constant:
0:36 1.000000
0:36 2.000000
0:36 3.000000
0:36 4.000000
0:36 'g4' ( global 4-element array of float)
0:36 true case
0:37 move second child to first child ( temp float)
0:37 direct index ( temp float)
0:37 'gu' ( global runtime-sized array of float)
0:37 Constant:
0:37 0 (const int)
0:37 Constant:
0:37 2.000000
0:40 move second child to first child ( temp float)
0:40 direct index ( temp float)
0:40 'u' ( temp 5-element array of float)
0:40 Constant:
0:40 2 (const int)
0:40 Constant:
0:40 3.000000
0:42 move second child to first child ( temp float)
0:42 direct index ( temp float)
0:42 'u' ( temp 5-element array of float)
0:42 Constant:
0:42 5 (const int)
0:42 Constant:
0:42 5.000000
0:43 Function Call: foo(f1[5]; ( global 4-element array of float)
0:43 'u' ( temp 5-element array of float)
0:45 move second child to first child ( temp 4-component vector of float)
0:45 direct index ( temp 4-component vector of float FragData)
0:45 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:45 Constant:
0:45 1000 (const int)
0:45 Constant:
0:45 1.000000
0:45 1.000000
0:45 1.000000
0:45 1.000000
0:46 move second child to first child ( temp 4-component vector of float)
0:46 direct index ( temp 4-component vector of float FragData)
0:46 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:46 Constant:
0:46 -1 (const int)
0:46 Constant:
0:46 1.000000
0:46 1.000000
0:46 1.000000
0:46 1.000000
0:47 move second child to first child ( temp 4-component vector of float)
0:47 direct index ( temp 4-component vector of float FragData)
0:47 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:47 Constant:
0:47 3 (const int)
0:47 Constant:
0:47 1.000000
0:47 1.000000
0:47 1.000000
0:47 1.000000
0:50 Sequence
0:50 move second child to first child ( temp int)
0:50 'sum' ( temp int)
0:50 Constant:
0:50 3 (const int)
0:51 add second child into first child ( temp int)
0:51 'sum' ( temp int)
0:51 Constant:
0:51 2 (const int)
0:52 add second child into first child ( temp int)
0:52 'sum' ( temp int)
0:52 Constant:
0:52 2 (const int)
0:55 Sequence
0:55 move second child to first child ( temp 2-element array of int)
0:55 'ica' ( temp 2-element array of int)
0:55 Constant:
0:55 3 (const int)
0:55 2 (const int)
0:57 move second child to first child ( temp int)
0:57 direct index ( temp int)
0:57 'ica' ( temp 2-element array of int)
0:57 Constant:
0:57 3.100000
0:57 Constant:
0:57 3 (const int)
0:58 move second child to first child ( temp int)
0:58 indirect index ( temp int)
0:58 'ica' ( temp 2-element array of int)
0:58 direct index ( temp float)
0:58 'u' ( temp 5-element array of float)
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 4 (const int)
0:68 Function Definition: foo( ( global void)
0:68 Function Parameters:
0:? Sequence
0:71 move second child to first child ( temp int)
0:71 direct index ( temp int)
0:71 'uns' ( temp unsized 4-element array of int)
0:71 Constant:
0:71 3 (const int)
0:71 Constant:
0:71 40 (const int)
0:72 move second child to first child ( temp int)
0:72 direct index ( temp int)
0:72 'uns' ( temp unsized 4-element array of int)
0:72 Constant:
0:72 1 (const int)
0:72 Constant:
0:72 30 (const int)
0:73 move second child to first child ( temp 3-component vector of float)
0:73 direct index ( temp 3-component vector of float)
0:73 'guns' ( global unsized 8-element array of 3-component vector of float)
0:73 Constant:
0:73 2 (const int)
0:73 Constant:
0:73 2.400000
0:73 2.400000
0:73 2.400000
0:76 Constant:
0:76 0.000000
0:79 Function Definition: foo2( ( global unsized 1-element array of float)
0:79 Function Parameters:
0:? Sequence
0:82 Branch: Return with expression
0:82 'f' ( temp unsized 1-element array of float)
0:84 Branch: Return with expression
0:84 'g' ( temp 9-element array of float)
0:89 Function Definition: foo3( ( global void)
0:89 Function Parameters:
0:? Sequence
0:92 move second child to first child ( temp float)
0:92 direct index ( temp float)
0:92 'resize1' ( temp 3-element array of float)
0:92 Constant:
0:92 2 (const int)
0:92 Constant:
0:92 4.000000
0:93 Constant:
0:93 1 (const int)
0:95 Constant:
0:95 3 (const int)
0:98 move second child to first child ( temp float)
0:98 direct index ( temp float)
0:98 'resize2' ( temp 5-element array of float)
0:98 Constant:
0:98 5 (const int)
0:98 Constant:
0:98 4.000000
0:100 Constant:
0:100 5 (const int)
0:101 move second child to first child ( temp float)
0:101 direct index ( temp float)
0:101 'resize2' ( temp 5-element array of float)
0:101 Constant:
0:101 5 (const int)
0:101 Constant:
0:101 4.000000
0:106 Sequence
0:106 move second child to first child ( temp float)
0:106 'b' ( global float)
0:106 Constant:
0:106 0.000000
0:109 Function Definition: foo4( ( global void)
0:109 Function Parameters:
0:111 Sequence
0:111 indirect index ( temp sampler2D)
0:111 's2d' ( uniform runtime-sized array of sampler2D)
0:111 'a' ( uniform int)
0:112 Sequence
0:112 move second child to first child ( temp unsized 1-element array of float)
0:112 'local' ( temp unsized 1-element array of float)
0:112 'gUnusedUnsized' ( global unsized 1-element array of float)
0:? Linker Objects
0:? 'gu' ( global runtime-sized array of float)
0:? 'g4' ( global 4-element array of float)
0:? 'g5' ( global 5-element array of float)
0:? 'a' ( uniform int)
0:? 'guns' ( global unsized 8-element array of 3-component vector of float)
0:? 'f' ( global float)
0:? 'gUnusedUnsized' ( global unsized 1-element array of float)
0:? 'i' ( global unsized 1-element array of int)
0:? 'emptyA' ( global unsized 1-element array of float)
0:? 'b' ( global float)
0:? 's2d' ( uniform runtime-sized array of sampler2D)
Linked fragment stage:
Shader version: 130
ERROR: node is still EOpNull!
0:9 Function Definition: foo(f1[5]; ( global 4-element array of float)
0:9 Function Parameters:
0:9 'a' ( in 5-element array of float)
0:11 Sequence
0:11 Branch: Return with expression
0:11 Construct float ( temp 4-element array of float)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 0 (const int)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 1 (const int)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 2 (const int)
0:11 direct index ( temp float)
0:11 'a' ( in 5-element array of float)
0:11 Constant:
0:11 3 (const int)
0:14 Function Definition: bar(f1[5]; ( global void)
0:14 Function Parameters:
0:14 '' ( in 5-element array of float)
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:? Sequence
0:? Sequence
0:21 move second child to first child ( temp float)
0:21 direct index ( temp float)
0:21 'gu' ( temp 2-element array of float)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 4.000000
0:24 move second child to first child ( temp float)
0:24 direct index ( temp float)
0:24 'gu' ( global runtime-sized array of float)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 4.000000
0:26 move second child to first child ( temp float)
0:26 direct index ( temp float)
0:26 'gu' ( global runtime-sized array of float)
0:26 Constant:
0:26 3 (const int)
0:26 Constant:
0:26 3.000000
0:27 move second child to first child ( temp float)
0:27 indirect index ( temp float)
0:27 'gu' ( global runtime-sized array of float)
0:27 'a' ( uniform int)
0:27 Constant:
0:27 5.000000
0:29 move second child to first child ( temp 4-element array of float)
0:29 'g4' ( global 4-element array of float)
0:29 Function Call: foo(f1[5]; ( global 4-element array of float)
0:29 'g5' ( global 5-element array of float)
0:30 'g5' ( global 5-element array of float)
0:31 'gu' ( global runtime-sized array of float)
0:33 Constant:
0:33 0.000000
0:34 Function Call: bar(f1[5]; ( global void)
0:34 'g5' ( global 5-element array of float)
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Equal ( temp bool)
0:36 Constant:
0:36 1.000000
0:36 2.000000
0:36 3.000000
0:36 4.000000
0:36 'g4' ( global 4-element array of float)
0:36 true case
0:37 move second child to first child ( temp float)
0:37 direct index ( temp float)
0:37 'gu' ( global runtime-sized array of float)
0:37 Constant:
0:37 0 (const int)
0:37 Constant:
0:37 2.000000
0:40 move second child to first child ( temp float)
0:40 direct index ( temp float)
0:40 'u' ( temp 5-element array of float)
0:40 Constant:
0:40 2 (const int)
0:40 Constant:
0:40 3.000000
0:42 move second child to first child ( temp float)
0:42 direct index ( temp float)
0:42 'u' ( temp 5-element array of float)
0:42 Constant:
0:42 5 (const int)
0:42 Constant:
0:42 5.000000
0:43 Function Call: foo(f1[5]; ( global 4-element array of float)
0:43 'u' ( temp 5-element array of float)
0:45 move second child to first child ( temp 4-component vector of float)
0:45 direct index ( temp 4-component vector of float FragData)
0:45 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:45 Constant:
0:45 1000 (const int)
0:45 Constant:
0:45 1.000000
0:45 1.000000
0:45 1.000000
0:45 1.000000
0:46 move second child to first child ( temp 4-component vector of float)
0:46 direct index ( temp 4-component vector of float FragData)
0:46 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:46 Constant:
0:46 -1 (const int)
0:46 Constant:
0:46 1.000000
0:46 1.000000
0:46 1.000000
0:46 1.000000
0:47 move second child to first child ( temp 4-component vector of float)
0:47 direct index ( temp 4-component vector of float FragData)
0:47 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:47 Constant:
0:47 3 (const int)
0:47 Constant:
0:47 1.000000
0:47 1.000000
0:47 1.000000
0:47 1.000000
0:50 Sequence
0:50 move second child to first child ( temp int)
0:50 'sum' ( temp int)
0:50 Constant:
0:50 3 (const int)
0:51 add second child into first child ( temp int)
0:51 'sum' ( temp int)
0:51 Constant:
0:51 2 (const int)
0:52 add second child into first child ( temp int)
0:52 'sum' ( temp int)
0:52 Constant:
0:52 2 (const int)
0:55 Sequence
0:55 move second child to first child ( temp 2-element array of int)
0:55 'ica' ( temp 2-element array of int)
0:55 Constant:
0:55 3 (const int)
0:55 2 (const int)
0:57 move second child to first child ( temp int)
0:57 direct index ( temp int)
0:57 'ica' ( temp 2-element array of int)
0:57 Constant:
0:57 3.100000
0:57 Constant:
0:57 3 (const int)
0:58 move second child to first child ( temp int)
0:58 indirect index ( temp int)
0:58 'ica' ( temp 2-element array of int)
0:58 direct index ( temp float)
0:58 'u' ( temp 5-element array of float)
0:58 Constant:
0:58 1 (const int)
0:58 Constant:
0:58 4 (const int)
0:106 Sequence
0:106 move second child to first child ( temp float)
0:106 'b' ( global float)
0:106 Constant:
0:106 0.000000
0:? Linker Objects
0:? 'gu' ( global runtime-sized array of float)
0:? 'g4' ( global 4-element array of float)
0:? 'g5' ( global 5-element array of float)
0:? 'a' ( uniform int)
0:? 'guns' ( global 8-element array of 3-component vector of float)
0:? 'f' ( global float)
0:? 'gUnusedUnsized' ( global 1-element array of float)
0:? 'i' ( global 1-element array of int)
0:? 'emptyA' ( global 1-element array of float)
0:? 'b' ( global float)
0:? 's2d' ( uniform runtime-sized array of sampler2D)

View File

@ -1,273 +0,0 @@
array100.frag
ERROR: 0:3: 'float' : type requires declaration of default precision qualifier
ERROR: 0:3: '' : array size required
ERROR: 0:9: 'arrayed type' : not supported for this version or the enabled extensions
ERROR: 0:9: 'arrayed type' : not supported for this version or the enabled extensions
ERROR: 0:9: 'array in function return type' : not supported for this version or the enabled extensions
ERROR: 0:11: 'arrayed constructor' : not supported for this version or the enabled extensions
ERROR: 0:21: '[' : array index out of range '2'
ERROR: 0:24: 'array assignment' : not supported for this version or the enabled extensions
ERROR: 0:25: 'array assignment' : not supported for this version or the enabled extensions
ERROR: 0:25: 'assign' : cannot convert from ' global 4-element array of mediump float' to ' global 5-element array of mediump float'
ERROR: 0:26: 'array assignment' : not supported for this version or the enabled extensions
ERROR: 0:26: 'assign' : cannot convert from ' global 4-element array of mediump float' to ' global unsized 1-element array of mediump float'
ERROR: 0:28: 'foo' : no matching overloaded function found
ERROR: 0:31: 'arrayed constructor' : not supported for this version or the enabled extensions
ERROR: 0:31: 'array comparison' : not supported for this version or the enabled extensions
ERROR: 0:35: '[' : array index out of range '5'
ERROR: 0:38: '[' : array index out of range '1000'
ERROR: 0:39: '[' : index out of range '-1'
ERROR: 0:53: 'array in function return type' : not supported for this version or the enabled extensions
ERROR: 0:66: 'array assignment' : not supported for this version or the enabled extensions
ERROR: 0:68: 'array assignment' : not supported for this version or the enabled extensions
ERROR: 0:69: 'array initializer' : not supported for this version or the enabled extensions
ERROR: 22 compilation errors. No code generated.
Shader version: 100
ERROR: node is still EOpNull!
0:9 Function Definition: foo(f1[5]; ( global 4-element array of mediump float)
0:9 Function Parameters:
0:9 'a' ( in 5-element array of mediump float)
0:11 Sequence
0:11 Branch: Return with expression
0:11 Construct float ( temp 4-element array of float)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 0 (const int)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 1 (const int)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 2 (const int)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 3 (const int)
0:14 Function Definition: bar(f1[5]; ( global void)
0:14 Function Parameters:
0:14 '' ( in 5-element array of mediump float)
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:? Sequence
0:? Sequence
0:21 move second child to first child ( temp mediump float)
0:21 direct index ( temp mediump float)
0:21 'gu' ( temp 2-element array of mediump float)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 4.000000
0:24 move second child to first child ( temp 4-element array of mediump float)
0:24 'g4' ( global 4-element array of mediump float)
0:24 Function Call: foo(f1[5]; ( global 4-element array of mediump float)
0:24 'g5' ( global 5-element array of mediump float)
0:25 'g5' ( global 5-element array of mediump float)
0:26 'gu' ( global unsized 1-element array of mediump float)
0:28 Constant:
0:28 0.000000
0:29 Function Call: bar(f1[5]; ( global void)
0:29 'g5' ( global 5-element array of mediump float)
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Equal ( temp bool)
0:31 Constant:
0:31 1.000000
0:31 2.000000
0:31 3.000000
0:31 4.000000
0:31 'g4' ( global 4-element array of mediump float)
0:31 true case
0:32 move second child to first child ( temp mediump float)
0:32 direct index ( temp mediump float)
0:32 'gu' ( global unsized 1-element array of mediump float)
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 2.000000
0:35 move second child to first child ( temp mediump float)
0:35 direct index ( temp mediump float)
0:35 'u' ( temp 5-element array of mediump float)
0:35 Constant:
0:35 5 (const int)
0:35 Constant:
0:35 5.000000
0:36 Function Call: foo(f1[5]; ( global 4-element array of mediump float)
0:36 'u' ( temp 5-element array of mediump float)
0:38 move second child to first child ( temp mediump 4-component vector of float)
0:38 direct index ( temp mediump 4-component vector of float FragData)
0:38 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData)
0:38 Constant:
0:38 1000 (const int)
0:38 Constant:
0:38 1.000000
0:38 1.000000
0:38 1.000000
0:38 1.000000
0:39 move second child to first child ( temp mediump 4-component vector of float)
0:39 direct index ( temp mediump 4-component vector of float FragData)
0:39 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData)
0:39 Constant:
0:39 -1 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child ( temp mediump 4-component vector of float)
0:40 direct index ( temp mediump 4-component vector of float FragData)
0:40 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData)
0:40 Constant:
0:40 3 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:53 Function Definition: bar9( ( global structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:53 Function Parameters:
0:? Sequence
0:56 Branch: Return with expression
0:56 's' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; ( global void)
0:59 Function Parameters:
0:59 's' ( in structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:63 Function Definition: bar11( ( global void)
0:63 Function Parameters:
0:? Sequence
0:66 move second child to first child ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:66 's1' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:66 's2' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; ( global void)
0:67 's1' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:68 move second child to first child ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:68 's2' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:68 Function Call: bar9( ( global structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:69 Sequence
0:69 move second child to first child ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:69 'initSb' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:69 's1' ( temp structure{ global mediump 4-component vector of float v4, global structure{ global mediump 3-component vector of float v3, global 4-element array of mediump 2-component vector of float v2} sa})
0:? Linker Objects
0:? 'gu' ( global unsized 1-element array of mediump float)
0:? 'g4' ( global 4-element array of mediump float)
0:? 'g5' ( global 5-element array of mediump float)
0:? 'a' ( uniform mediump int)
Linked fragment stage:
Shader version: 100
ERROR: node is still EOpNull!
0:9 Function Definition: foo(f1[5]; ( global 4-element array of mediump float)
0:9 Function Parameters:
0:9 'a' ( in 5-element array of mediump float)
0:11 Sequence
0:11 Branch: Return with expression
0:11 Construct float ( temp 4-element array of float)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 0 (const int)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 1 (const int)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 2 (const int)
0:11 direct index ( temp mediump float)
0:11 'a' ( in 5-element array of mediump float)
0:11 Constant:
0:11 3 (const int)
0:14 Function Definition: bar(f1[5]; ( global void)
0:14 Function Parameters:
0:14 '' ( in 5-element array of mediump float)
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:? Sequence
0:? Sequence
0:21 move second child to first child ( temp mediump float)
0:21 direct index ( temp mediump float)
0:21 'gu' ( temp 2-element array of mediump float)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 4.000000
0:24 move second child to first child ( temp 4-element array of mediump float)
0:24 'g4' ( global 4-element array of mediump float)
0:24 Function Call: foo(f1[5]; ( global 4-element array of mediump float)
0:24 'g5' ( global 5-element array of mediump float)
0:25 'g5' ( global 5-element array of mediump float)
0:26 'gu' ( global 1-element array of mediump float)
0:28 Constant:
0:28 0.000000
0:29 Function Call: bar(f1[5]; ( global void)
0:29 'g5' ( global 5-element array of mediump float)
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Equal ( temp bool)
0:31 Constant:
0:31 1.000000
0:31 2.000000
0:31 3.000000
0:31 4.000000
0:31 'g4' ( global 4-element array of mediump float)
0:31 true case
0:32 move second child to first child ( temp mediump float)
0:32 direct index ( temp mediump float)
0:32 'gu' ( global 1-element array of mediump float)
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 2.000000
0:35 move second child to first child ( temp mediump float)
0:35 direct index ( temp mediump float)
0:35 'u' ( temp 5-element array of mediump float)
0:35 Constant:
0:35 5 (const int)
0:35 Constant:
0:35 5.000000
0:36 Function Call: foo(f1[5]; ( global 4-element array of mediump float)
0:36 'u' ( temp 5-element array of mediump float)
0:38 move second child to first child ( temp mediump 4-component vector of float)
0:38 direct index ( temp mediump 4-component vector of float FragData)
0:38 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData)
0:38 Constant:
0:38 1000 (const int)
0:38 Constant:
0:38 1.000000
0:38 1.000000
0:38 1.000000
0:38 1.000000
0:39 move second child to first child ( temp mediump 4-component vector of float)
0:39 direct index ( temp mediump 4-component vector of float FragData)
0:39 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData)
0:39 Constant:
0:39 -1 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child ( temp mediump 4-component vector of float)
0:40 direct index ( temp mediump 4-component vector of float FragData)
0:40 'gl_FragData' ( fragColor 32-element array of mediump 4-component vector of float FragData)
0:40 Constant:
0:40 3 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:? Linker Objects
0:? 'gu' ( global 1-element array of mediump float)
0:? 'g4' ( global 4-element array of mediump float)
0:? 'g5' ( global 5-element array of mediump float)
0:? 'a' ( uniform mediump int)

View File

@ -1,107 +0,0 @@
atomic_uint.frag
ERROR: 0:10: 'atomic_uint' : samplers and atomic_uints cannot be output parameters
ERROR: 0:12: 'return' : type does not match, or is not convertible to, the function's return type
ERROR: 0:18: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: non_uniform_counter
ERROR: 0:23: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:28: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'layout( binding=0 offset=0) uniform atomic_uint' and a right operand of type 'layout( binding=0 offset=0) uniform atomic_uint' (or there is no acceptable conversion)
ERROR: 0:29: '-' : wrong operand type no operation '-' exists that takes an operand of type layout( binding=0 offset=0) uniform atomic_uint (or there is no acceptable conversion)
ERROR: 0:31: '[]' : scalar integer expression required
ERROR: 0:34: 'assign' : l-value required "counter" (can't modify a uniform)
ERROR: 0:34: 'assign' : cannot convert from ' const int' to 'layout( binding=0 offset=0) uniform atomic_uint'
ERROR: 0:37: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: acin
ERROR: 0:38: 'atomic_uint' : atomic_uints can only be used in uniform variables or function parameters: acg
ERROR: 0:47: 'offset' : atomic counters sharing the same offset: 12
ERROR: 0:48: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 13 compilation errors. No code generated.
Shader version: 420
ERROR: node is still EOpNull!
0:5 Function Definition: func(au1; ( global uint)
0:5 Function Parameters:
0:5 'c' ( in atomic_uint)
0:7 Sequence
0:7 Branch: Return with expression
0:7 AtomicCounterIncrement ( global uint)
0:7 'c' ( in atomic_uint)
0:10 Function Definition: func2(au1; ( global uint)
0:10 Function Parameters:
0:10 'c' ( out atomic_uint)
0:12 Sequence
0:12 Branch: Return with expression
0:12 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:13 Branch: Return with expression
0:13 AtomicCounter ( global uint)
0:13 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp uint)
0:19 'val' ( temp uint)
0:19 AtomicCounter ( global uint)
0:19 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:20 AtomicCounterDecrement ( global uint)
0:20 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:26 Function Definition: opac( ( global void)
0:26 Function Parameters:
0:28 Sequence
0:28 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:29 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:31 indirect index ( temp int)
0:31 'a' ( temp 3-element array of int)
0:31 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:32 direct index (layout( binding=1 offset=3) temp atomic_uint)
0:32 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint)
0:32 Constant:
0:32 2 (const int)
0:33 indirect index (layout( binding=1 offset=3) temp atomic_uint)
0:33 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint)
0:33 'i' ( uniform int)
0:34 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:? Linker Objects
0:? 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:? 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint)
0:? 'i' ( uniform int)
0:? 'acin' ( smooth in atomic_uint)
0:? 'acg' ( global atomic_uint)
0:? 'aNoBind' ( uniform atomic_uint)
0:? 'aOffset' (layout( binding=0 offset=32) uniform atomic_uint)
0:? 'bar3' (layout( binding=0 offset=4) uniform atomic_uint)
0:? 'ac' (layout( binding=0 offset=8) uniform 3-element array of atomic_uint)
0:? 'ad' (layout( binding=0 offset=20) uniform atomic_uint)
0:? 'bar4' (layout( offset=8) uniform atomic_uint)
0:? 'overlap' (layout( binding=0 offset=12) uniform atomic_uint)
0:? 'bigBind' (layout( binding=20) uniform atomic_uint)
Linked fragment stage:
Shader version: 420
ERROR: node is still EOpNull!
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:? Sequence
0:19 Sequence
0:19 move second child to first child ( temp uint)
0:19 'val' ( temp uint)
0:19 AtomicCounter ( global uint)
0:19 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:20 AtomicCounterDecrement ( global uint)
0:20 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:? Linker Objects
0:? 'counter' (layout( binding=0 offset=0) uniform atomic_uint)
0:? 'countArr' (layout( binding=1 offset=3) uniform 4-element array of atomic_uint)
0:? 'i' ( uniform int)
0:? 'acin' ( smooth in atomic_uint)
0:? 'acg' ( global atomic_uint)
0:? 'aNoBind' ( uniform atomic_uint)
0:? 'aOffset' (layout( binding=0 offset=32) uniform atomic_uint)
0:? 'bar3' (layout( binding=0 offset=4) uniform atomic_uint)
0:? 'ac' (layout( binding=0 offset=8) uniform 3-element array of atomic_uint)
0:? 'ad' (layout( binding=0 offset=20) uniform atomic_uint)
0:? 'bar4' (layout( offset=8) uniform atomic_uint)
0:? 'overlap' (layout( binding=0 offset=12) uniform atomic_uint)
0:? 'bigBind' (layout( binding=20) uniform atomic_uint)

View File

@ -1,63 +0,0 @@
conditionalDiscard.frag
Shader version: 110
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'v' ( temp 4-component vector of float)
0:8 texture ( global 4-component vector of float)
0:8 'tex' ( uniform sampler2D)
0:8 'coord' ( smooth in 2-component vector of float)
0:10 Test condition and select ( temp void)
0:10 Condition
0:10 Compare Equal ( temp bool)
0:10 'v' ( temp 4-component vector of float)
0:10 Constant:
0:10 0.100000
0:10 0.200000
0:10 0.300000
0:10 0.400000
0:10 true case
0:11 Branch: Kill
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:13 'v' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex' ( uniform sampler2D)
0:? 'coord' ( smooth in 2-component vector of float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'v' ( temp 4-component vector of float)
0:8 texture ( global 4-component vector of float)
0:8 'tex' ( uniform sampler2D)
0:8 'coord' ( smooth in 2-component vector of float)
0:10 Test condition and select ( temp void)
0:10 Condition
0:10 Compare Equal ( temp bool)
0:10 'v' ( temp 4-component vector of float)
0:10 Constant:
0:10 0.100000
0:10 0.200000
0:10 0.300000
0:10 0.400000
0:10 true case
0:11 Branch: Kill
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:13 'v' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex' ( uniform sampler2D)
0:? 'coord' ( smooth in 2-component vector of float)

View File

@ -1,54 +0,0 @@
constErrors.frag
ERROR: 0:14: 'non-constant initializer' : not supported for this version or the enabled extensions
ERROR: 0:17: '' : array size must be a constant integer expression
ERROR: 0:18: '' : array size must be a constant integer expression
ERROR: 0:19: '' : array size must be a constant integer expression
ERROR: 0:27: '=' : global const initializers must be constant ' const structure{ global 3-component vector of float v3, global 2-component vector of int iv2}'
ERROR: 0:33: '=' : global const initializers must be constant ' const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m}'
ERROR: 6 compilation errors. No code generated.
Shader version: 330
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a3' ( const (read only) int)
0:14 'uniformInt' ( uniform int)
0:? Linker Objects
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' ( out 4-component vector of float)
0:? 'constInt' ( const int)
0:? 3 (const int)
0:? 'uniformInt' ( uniform int)
0:? 's' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2})
0:? 's2' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
0:? 'f' ( const float)
0:? 3.000000
Linked fragment stage:
Shader version: 330
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a3' ( const (read only) int)
0:14 'uniformInt' ( uniform int)
0:? Linker Objects
0:? 'inVar' ( smooth in 4-component vector of float)
0:? 'outVar' ( out 4-component vector of float)
0:? 'constInt' ( const int)
0:? 3 (const int)
0:? 'uniformInt' ( uniform int)
0:? 's' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2})
0:? 's2' ( temp structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
0:? 'f' ( const float)
0:? 3.000000

View File

@ -1,656 +0,0 @@
constFold.frag
ERROR: 0:109: '[' : index out of range '-1'
ERROR: 0:110: '[' : vector index out of range '4'
ERROR: 0:111: '[' : index out of range '-2'
ERROR: 0:112: '[' : index out of range '-1'
ERROR: 0:113: '[' : vector index out of range '3'
ERROR: 0:114: '[' : matrix index out of range '3'
ERROR: 6 compilation errors. No code generated.
Shader version: 430
ERROR: node is still EOpNull!
0:28 Function Definition: main( ( global void)
0:28 Function Parameters:
0:30 Sequence
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of float)
0:30 'dx' ( temp 4-component vector of float)
0:30 dPdx ( global 4-component vector of float)
0:30 'inv' ( smooth in 4-component vector of float)
0:37 move second child to first child ( temp 4-component vector of float)
0:37 'FragColor' ( out 4-component vector of float)
0:37 Constant:
0:37 2.000000
0:37 6.000000
0:37 3.000000
0:37 171.887339
0:42 move second child to first child ( temp 4-component vector of float)
0:42 'FragColor' ( out 4-component vector of float)
0:42 Constant:
0:42 3.000000
0:42 2.000000
0:42 0.001593
0:42 -0.999999
0:43 move second child to first child ( temp 2-component vector of float)
0:43 'out2' ( out 2-component vector of float)
0:43 Constant:
0:43 5.600000
0:43 5.800000
0:44 move second child to first child ( temp 4-component vector of float)
0:44 'out3' ( out 4-component vector of float)
0:44 Constant:
0:44 20.085537
0:44 2.302585
0:44 16.000000
0:44 8.000000
0:45 move second child to first child ( temp 4-component vector of float)
0:45 'out4' ( out 4-component vector of float)
0:45 Constant:
0:45 10.000000
0:45 0.100000
0:45 4.700000
0:45 10.900000
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'out5' ( out 4-component vector of int)
0:46 Constant:
0:46 8 (const int)
0:46 17 (const int)
0:46 -1 (const int)
0:46 1 (const int)
0:47 move second child to first child ( temp 3-component vector of float)
0:47 'out6' ( out 3-component vector of float)
0:47 Constant:
0:47 -1.000000
0:47 1.000000
0:47 0.000000
0:48 move second child to first child ( temp 4-component vector of float)
0:48 'out7' ( out 4-component vector of float)
0:48 Constant:
0:48 4.000000
0:48 -4.000000
0:48 5.000000
0:48 -5.000000
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'out8' ( out 4-component vector of float)
0:49 Constant:
0:49 4.000000
0:49 5.000000
0:49 4.000000
0:49 -6.000000
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'out9' ( out 4-component vector of float)
0:50 Constant:
0:50 8.000000
0:50 -4.000000
0:50 0.345000
0:50 0.400000
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'out10' ( out 4-component vector of float)
0:51 Constant:
0:51 1.000000
0:51 1.000000
0:51 0.000000
0:51 0.000000
0:52 move second child to first child ( temp 4-component vector of float)
0:52 'out11' ( out 4-component vector of float)
0:52 Constant:
0:52 0.000000
0:52 0.000000
0:52 1.000000
0:52 0.000000
0:53 move second child to first child ( temp 4-component vector of float)
0:53 'out11' ( out 4-component vector of float)
0:53 Constant:
0:53 1.029639
0:53 0.799690
0:53 0.674741
0:53 1.570696
0:54 move second child to first child ( temp 4-component vector of float)
0:54 'out11' ( out 4-component vector of float)
0:54 Constant:
0:54 0.000000
0:54 0.523599
0:54 1.570796
0:54 1.047198
0:58 move second child to first child ( temp 4-component vector of float)
0:58 'out11' ( out 4-component vector of float)
0:58 Constant:
0:58 1.373401
0:58 0.000000
0:58 0.896055
0:58 -0.380506
0:62 move second child to first child ( temp 2-component vector of int)
0:62 'out12' ( out 2-component vector of int)
0:62 Constant:
0:62 15 (const int)
0:62 16 (const int)
0:63 move second child to first child ( temp 2-component vector of int)
0:63 'out12' ( out 2-component vector of int)
0:63 Constant:
0:63 17 (const int)
0:63 17 (const int)
0:64 move second child to first child ( temp 2-component vector of float)
0:64 'out2' ( out 2-component vector of float)
0:64 Constant:
0:64 871.421253
0:64 4913.000000
0:65 move second child to first child ( temp 3-component vector of uint)
0:65 'out13' ( out 3-component vector of uint)
0:65 Constant:
0:65 10 (const uint)
0:65 20 (const uint)
0:65 30 (const uint)
0:66 move second child to first child ( temp 2-component vector of float)
0:66 'out2' ( out 2-component vector of float)
0:66 Constant:
0:66 3.000000
0:66 6.000000
0:67 move second child to first child ( temp 2-component vector of float)
0:67 'out2' ( out 2-component vector of float)
0:67 Constant:
0:67 3.500000
0:67 4.500000
0:68 move second child to first child ( temp 2-component vector of float)
0:68 'out2' ( out 2-component vector of float)
0:68 Constant:
0:68 0.000000
0:68 1.000000
0:69 move second child to first child ( temp 4-component vector of float)
0:69 'out11' ( out 4-component vector of float)
0:69 Constant:
0:69 0.000000
0:69 0.028000
0:69 0.500000
0:69 1.000000
0:78 Function Definition: foo( ( global void)
0:78 Function Parameters:
0:? Sequence
0:81 move second child to first child ( temp float)
0:81 direct index ( temp float)
0:81 'a' ( temp 3-element array of float)
0:81 Constant:
0:81 0 (const int)
0:81 Constant:
0:81 7.000000
0:82 Constant:
0:82 2 (const int)
0:83 Constant:
0:83 2147483647 (const int)
0:84 Constant:
0:84 +1.#INF
0:88 Constant:
0:88 2 (const uint)
0:88 3 (const uint)
0:89 Constant:
0:89 0 (const uint)
0:90 Constant:
0:90 6 (const uint)
0:90 7 (const uint)
0:103 Function Definition: foo2( ( global void)
0:103 Function Parameters:
0:105 Sequence
0:105 direct index ( temp float)
0:105 'a1' ( global 1-element array of float)
0:105 Constant:
0:105 0 (const int)
0:106 direct index ( temp float)
0:106 'a2' ( global 2-element array of float)
0:106 Constant:
0:106 0 (const int)
0:107 direct index ( temp float)
0:107 'a3' ( global 4-element array of float)
0:107 Constant:
0:107 0 (const int)
0:108 direct index ( temp float)
0:108 'a4' ( global 2-element array of float)
0:108 Constant:
0:108 0 (const int)
0:109 Constant:
0:109 1.000000
0:110 Constant:
0:110 5.000000
0:111 Constant:
0:111 2.000000
0:112 Constant:
0:112 3.000000
0:113 Constant:
0:113 0.000000
0:114 Constant:
0:114 0.000000
0:116 move second child to first child ( temp int)
0:116 'p' ( temp int)
0:116 Constant:
0:116 2147483647 (const int)
0:117 move second child to first child ( temp int)
0:117 'p' ( temp int)
0:117 Constant:
0:117 -2147483648 (const int)
0:118 move second child to first child ( temp int)
0:118 'p' ( temp int)
0:118 Constant:
0:118 -2147483647 (const int)
0:119 Sequence
0:119 move second child to first child ( temp float)
0:119 'f' ( temp float)
0:119 Constant:
0:119 1.444000
0:120 move second child to first child ( temp float)
0:120 'f' ( temp float)
0:120 direct index ( temp float)
0:120 Construct vec4 ( temp 4-component vector of float)
0:120 Test condition and select ( temp float)
0:120 Condition
0:120 Compare Less Than ( temp bool)
0:120 direct index ( temp float)
0:120 'inv' ( smooth in 4-component vector of float)
0:120 Constant:
0:120 0 (const int)
0:120 Constant:
0:120 2.400000
0:120 true case
0:120 Constant:
0:120 -1.000000
0:120 false case
0:120 Constant:
0:120 1.000000
0:120 Constant:
0:120 3 (const int)
0:126 Function Definition: foo3( ( global void)
0:126 Function Parameters:
0:128 Sequence
0:128 Sequence
0:128 move second child to first child ( temp 3X2 matrix of float)
0:128 'r32' ( temp 3X2 matrix of float)
0:128 Constant:
0:128 43.000000
0:128 64.000000
0:128 51.000000
0:128 76.000000
0:128 59.000000
0:128 88.000000
0:138 Function Definition: foo4( ( global void)
0:138 Function Parameters:
0:140 Sequence
0:140 Sequence
0:140 move second child to first child ( temp int)
0:140 'a' ( temp int)
0:140 Constant:
0:140 9 (const int)
0:? Linker Objects
0:? 'a' ( const int)
0:? 1 (const int)
0:? 'b' ( const int)
0:? 2 (const int)
0:? 'c' ( const int)
0:? 3 (const int)
0:? 'd' ( const int)
0:? 2 (const int)
0:? 'e' ( const float)
0:? 2.000000
0:? 'f' ( const float)
0:? 6.000000
0:? 'g' ( const float)
0:? 3.000000
0:? 'pytho' ( const 2-component vector of float)
0:? 3.000000
0:? 4.000000
0:? 'inv' ( smooth in 4-component vector of float)
0:? 'FragColor' ( out 4-component vector of float)
0:? 'out2' ( out 2-component vector of float)
0:? 'out3' ( out 4-component vector of float)
0:? 'out4' ( out 4-component vector of float)
0:? 'out5' ( out 4-component vector of int)
0:? 'out6' ( out 3-component vector of float)
0:? 'out7' ( out 4-component vector of float)
0:? 'out8' ( out 4-component vector of float)
0:? 'out9' ( out 4-component vector of float)
0:? 'out10' ( out 4-component vector of float)
0:? 'out11' ( out 4-component vector of float)
0:? 'out12' ( out 2-component vector of int)
0:? 'out13' ( out 3-component vector of uint)
0:? 's' ( const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3 (const int)
0:? 3 (const int)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 6.000000
0:? 7.000000
0:? 8.000000
0:? 'm2' ( const 2X2 matrix of float)
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 'm3' ( const 3X3 matrix of float)
0:? 2.000000
0:? 3.000000
0:? 0.000000
0:? 4.000000
0:? 5.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'mc' ( const int)
0:? 1 (const int)
0:? 'a1' ( global 1-element array of float)
0:? 'a2' ( global 2-element array of float)
0:? 'a3' ( global 4-element array of float)
0:? 'v2' ( const 2-component vector of float)
0:? 1.000000
0:? 2.000000
0:? 'v3' ( const 3-component vector of float)
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 'a4' ( global 2-element array of float)
0:? 'mm2' ( const 2X2 matrix of float)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 'mm32' ( const 3X2 matrix of float)
0:? 10.000000
0:? 11.000000
0:? 12.000000
0:? 13.000000
0:? 14.000000
0:? 15.000000
0:? 'a0' ( const 3-element array of structure{ global int i, global float f, global bool b})
0:? 3 (const int)
0:? 2.000000
0:? true (const bool)
0:? 1 (const int)
0:? 5.000000
0:? true (const bool)
0:? 1 (const int)
0:? 9.000000
0:? false (const bool)
0:? 'cval1' ( const bool)
0:? true (const bool)
0:? 'cval2' ( const bool)
0:? false (const bool)
0:? 'cval3' ( const bool)
0:? false (const bool)
0:? 'cval4' ( const bool)
0:? true (const bool)
0:? 'cval5' ( const bool)
0:? false (const bool)
0:? 'cval6' ( const bool)
0:? true (const bool)
Linked fragment stage:
Shader version: 430
ERROR: node is still EOpNull!
0:28 Function Definition: main( ( global void)
0:28 Function Parameters:
0:30 Sequence
0:30 Sequence
0:30 move second child to first child ( temp 4-component vector of float)
0:30 'dx' ( temp 4-component vector of float)
0:30 dPdx ( global 4-component vector of float)
0:30 'inv' ( smooth in 4-component vector of float)
0:37 move second child to first child ( temp 4-component vector of float)
0:37 'FragColor' ( out 4-component vector of float)
0:37 Constant:
0:37 2.000000
0:37 6.000000
0:37 3.000000
0:37 171.887339
0:42 move second child to first child ( temp 4-component vector of float)
0:42 'FragColor' ( out 4-component vector of float)
0:42 Constant:
0:42 3.000000
0:42 2.000000
0:42 0.001593
0:42 -0.999999
0:43 move second child to first child ( temp 2-component vector of float)
0:43 'out2' ( out 2-component vector of float)
0:43 Constant:
0:43 5.600000
0:43 5.800000
0:44 move second child to first child ( temp 4-component vector of float)
0:44 'out3' ( out 4-component vector of float)
0:44 Constant:
0:44 20.085537
0:44 2.302585
0:44 16.000000
0:44 8.000000
0:45 move second child to first child ( temp 4-component vector of float)
0:45 'out4' ( out 4-component vector of float)
0:45 Constant:
0:45 10.000000
0:45 0.100000
0:45 4.700000
0:45 10.900000
0:46 move second child to first child ( temp 4-component vector of int)
0:46 'out5' ( out 4-component vector of int)
0:46 Constant:
0:46 8 (const int)
0:46 17 (const int)
0:46 -1 (const int)
0:46 1 (const int)
0:47 move second child to first child ( temp 3-component vector of float)
0:47 'out6' ( out 3-component vector of float)
0:47 Constant:
0:47 -1.000000
0:47 1.000000
0:47 0.000000
0:48 move second child to first child ( temp 4-component vector of float)
0:48 'out7' ( out 4-component vector of float)
0:48 Constant:
0:48 4.000000
0:48 -4.000000
0:48 5.000000
0:48 -5.000000
0:49 move second child to first child ( temp 4-component vector of float)
0:49 'out8' ( out 4-component vector of float)
0:49 Constant:
0:49 4.000000
0:49 5.000000
0:49 4.000000
0:49 -6.000000
0:50 move second child to first child ( temp 4-component vector of float)
0:50 'out9' ( out 4-component vector of float)
0:50 Constant:
0:50 8.000000
0:50 -4.000000
0:50 0.345000
0:50 0.400000
0:51 move second child to first child ( temp 4-component vector of float)
0:51 'out10' ( out 4-component vector of float)
0:51 Constant:
0:51 1.000000
0:51 1.000000
0:51 0.000000
0:51 0.000000
0:52 move second child to first child ( temp 4-component vector of float)
0:52 'out11' ( out 4-component vector of float)
0:52 Constant:
0:52 0.000000
0:52 0.000000
0:52 1.000000
0:52 0.000000
0:53 move second child to first child ( temp 4-component vector of float)
0:53 'out11' ( out 4-component vector of float)
0:53 Constant:
0:53 1.029639
0:53 0.799690
0:53 0.674741
0:53 1.570696
0:54 move second child to first child ( temp 4-component vector of float)
0:54 'out11' ( out 4-component vector of float)
0:54 Constant:
0:54 0.000000
0:54 0.523599
0:54 1.570796
0:54 1.047198
0:58 move second child to first child ( temp 4-component vector of float)
0:58 'out11' ( out 4-component vector of float)
0:58 Constant:
0:58 1.373401
0:58 0.000000
0:58 0.896055
0:58 -0.380506
0:62 move second child to first child ( temp 2-component vector of int)
0:62 'out12' ( out 2-component vector of int)
0:62 Constant:
0:62 15 (const int)
0:62 16 (const int)
0:63 move second child to first child ( temp 2-component vector of int)
0:63 'out12' ( out 2-component vector of int)
0:63 Constant:
0:63 17 (const int)
0:63 17 (const int)
0:64 move second child to first child ( temp 2-component vector of float)
0:64 'out2' ( out 2-component vector of float)
0:64 Constant:
0:64 871.421253
0:64 4913.000000
0:65 move second child to first child ( temp 3-component vector of uint)
0:65 'out13' ( out 3-component vector of uint)
0:65 Constant:
0:65 10 (const uint)
0:65 20 (const uint)
0:65 30 (const uint)
0:66 move second child to first child ( temp 2-component vector of float)
0:66 'out2' ( out 2-component vector of float)
0:66 Constant:
0:66 3.000000
0:66 6.000000
0:67 move second child to first child ( temp 2-component vector of float)
0:67 'out2' ( out 2-component vector of float)
0:67 Constant:
0:67 3.500000
0:67 4.500000
0:68 move second child to first child ( temp 2-component vector of float)
0:68 'out2' ( out 2-component vector of float)
0:68 Constant:
0:68 0.000000
0:68 1.000000
0:69 move second child to first child ( temp 4-component vector of float)
0:69 'out11' ( out 4-component vector of float)
0:69 Constant:
0:69 0.000000
0:69 0.028000
0:69 0.500000
0:69 1.000000
0:? Linker Objects
0:? 'a' ( const int)
0:? 1 (const int)
0:? 'b' ( const int)
0:? 2 (const int)
0:? 'c' ( const int)
0:? 3 (const int)
0:? 'd' ( const int)
0:? 2 (const int)
0:? 'e' ( const float)
0:? 2.000000
0:? 'f' ( const float)
0:? 6.000000
0:? 'g' ( const float)
0:? 3.000000
0:? 'pytho' ( const 2-component vector of float)
0:? 3.000000
0:? 4.000000
0:? 'inv' ( smooth in 4-component vector of float)
0:? 'FragColor' ( out 4-component vector of float)
0:? 'out2' ( out 2-component vector of float)
0:? 'out3' ( out 4-component vector of float)
0:? 'out4' ( out 4-component vector of float)
0:? 'out5' ( out 4-component vector of int)
0:? 'out6' ( out 3-component vector of float)
0:? 'out7' ( out 4-component vector of float)
0:? 'out8' ( out 4-component vector of float)
0:? 'out9' ( out 4-component vector of float)
0:? 'out10' ( out 4-component vector of float)
0:? 'out11' ( out 4-component vector of float)
0:? 'out12' ( out 2-component vector of int)
0:? 'out13' ( out 3-component vector of uint)
0:? 's' ( const structure{ global 3-component vector of float v3, global 2-component vector of int iv2, global 2X4 matrix of float m})
0:? 3.000000
0:? 3.000000
0:? 3.000000
0:? 3 (const int)
0:? 3 (const int)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 6.000000
0:? 7.000000
0:? 8.000000
0:? 'm2' ( const 2X2 matrix of float)
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 'm3' ( const 3X3 matrix of float)
0:? 2.000000
0:? 3.000000
0:? 0.000000
0:? 4.000000
0:? 5.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'mc' ( const int)
0:? 1 (const int)
0:? 'a1' ( global 1-element array of float)
0:? 'a2' ( global 2-element array of float)
0:? 'a3' ( global 4-element array of float)
0:? 'v2' ( const 2-component vector of float)
0:? 1.000000
0:? 2.000000
0:? 'v3' ( const 3-component vector of float)
0:? 3.000000
0:? 4.000000
0:? 5.000000
0:? 'a4' ( global 2-element array of float)
0:? 'mm2' ( const 2X2 matrix of float)
0:? 1.000000
0:? 2.000000
0:? 3.000000
0:? 4.000000
0:? 'mm32' ( const 3X2 matrix of float)
0:? 10.000000
0:? 11.000000
0:? 12.000000
0:? 13.000000
0:? 14.000000
0:? 15.000000
0:? 'a0' ( const 3-element array of structure{ global int i, global float f, global bool b})
0:? 3 (const int)
0:? 2.000000
0:? true (const bool)
0:? 1 (const int)
0:? 5.000000
0:? true (const bool)
0:? 1 (const int)
0:? 9.000000
0:? false (const bool)
0:? 'cval1' ( const bool)
0:? true (const bool)
0:? 'cval2' ( const bool)
0:? false (const bool)
0:? 'cval3' ( const bool)
0:? false (const bool)
0:? 'cval4' ( const bool)
0:? true (const bool)
0:? 'cval5' ( const bool)
0:? false (const bool)
0:? 'cval6' ( const bool)
0:? true (const bool)

View File

@ -1,955 +0,0 @@
conversion.frag
Shader version: 130
0:? Sequence
0:33 Function Definition: main( ( global void)
0:33 Function Parameters:
0:35 Sequence
0:35 Sequence
0:35 move second child to first child ( temp bool)
0:35 'b' ( temp bool)
0:35 logical-xor ( temp bool)
0:35 Convert int to bool ( temp bool)
0:35 'u_i' ( uniform int)
0:35 Convert float to bool ( temp bool)
0:35 'u_f' ( uniform float)
0:36 Sequence
0:36 move second child to first child ( temp 2-component vector of bool)
0:36 'b2' ( temp 2-component vector of bool)
0:36 Construct bvec2 ( temp 2-component vector of bool)
0:36 Convert int to bool ( temp bool)
0:36 'u_i' ( uniform int)
0:36 Convert float to bool ( temp bool)
0:36 'u_f' ( uniform float)
0:37 Sequence
0:37 move second child to first child ( temp 3-component vector of bool)
0:37 'b3' ( temp 3-component vector of bool)
0:37 Construct bvec3 ( temp 3-component vector of bool)
0:37 Convert int to bool ( temp bool)
0:37 'u_i' ( uniform int)
0:37 Convert float to bool ( temp bool)
0:37 'u_f' ( uniform float)
0:37 Convert int to bool ( temp bool)
0:37 'i_i' ( flat in int)
0:38 Sequence
0:38 move second child to first child ( temp 4-component vector of bool)
0:38 'b4' ( temp 4-component vector of bool)
0:38 Construct bvec4 ( temp 4-component vector of bool)
0:38 Convert int to bool ( temp bool)
0:38 'u_i' ( uniform int)
0:38 Convert float to bool ( temp bool)
0:38 'u_f' ( uniform float)
0:38 Convert int to bool ( temp bool)
0:38 'i_i' ( flat in int)
0:38 Convert float to bool ( temp bool)
0:38 'i_f' ( smooth in float)
0:40 Sequence
0:40 move second child to first child ( temp int)
0:40 'i' ( temp int)
0:40 add ( temp int)
0:40 Convert float to int ( temp int)
0:40 'u_f' ( uniform float)
0:40 Convert bool to int ( temp int)
0:40 'b' ( temp bool)
0:41 Sequence
0:41 move second child to first child ( temp 2-component vector of int)
0:41 'i2' ( temp 2-component vector of int)
0:41 add ( temp 2-component vector of int)
0:41 Convert float to int ( temp 2-component vector of int)
0:41 'u_f2' ( uniform 2-component vector of float)
0:41 Convert bool to int ( temp 2-component vector of int)
0:41 'b2' ( temp 2-component vector of bool)
0:42 Sequence
0:42 move second child to first child ( temp 3-component vector of int)
0:42 'i3' ( temp 3-component vector of int)
0:42 add ( temp 3-component vector of int)
0:42 Convert float to int ( temp 3-component vector of int)
0:42 'u_f3' ( uniform 3-component vector of float)
0:42 Convert bool to int ( temp 3-component vector of int)
0:42 'b3' ( temp 3-component vector of bool)
0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of int)
0:43 'i4' ( temp 4-component vector of int)
0:43 add ( temp 4-component vector of int)
0:43 Convert float to int ( temp 4-component vector of int)
0:43 'u_f4' ( uniform 4-component vector of float)
0:43 Convert bool to int ( temp 4-component vector of int)
0:43 'b4' ( temp 4-component vector of bool)
0:45 Sequence
0:45 move second child to first child ( temp float)
0:45 'f' ( temp float)
0:45 Convert int to float ( temp float)
0:45 'i' ( temp int)
0:46 Sequence
0:46 move second child to first child ( temp 2-component vector of float)
0:46 'f2' ( temp 2-component vector of float)
0:46 Convert int to float ( temp 2-component vector of float)
0:46 'i2' ( temp 2-component vector of int)
0:47 Sequence
0:47 move second child to first child ( temp 3-component vector of float)
0:47 'f3' ( temp 3-component vector of float)
0:47 Convert int to float ( temp 3-component vector of float)
0:47 'i3' ( temp 3-component vector of int)
0:48 Sequence
0:48 move second child to first child ( temp 4-component vector of float)
0:48 'f4' ( temp 4-component vector of float)
0:48 Convert int to float ( temp 4-component vector of float)
0:48 'i4' ( temp 4-component vector of int)
0:50 add second child into first child ( temp float)
0:50 'f' ( temp float)
0:50 add ( temp float)
0:50 Convert int to float ( temp float)
0:50 'i' ( temp int)
0:50 Convert bool to float ( temp float)
0:50 'b' ( temp bool)
0:51 subtract second child into first child ( temp 2-component vector of float)
0:51 'f2' ( temp 2-component vector of float)
0:51 add ( temp 2-component vector of float)
0:51 Convert int to float ( temp 2-component vector of float)
0:51 'i2' ( temp 2-component vector of int)
0:51 Convert bool to float ( temp 2-component vector of float)
0:51 'b2' ( temp 2-component vector of bool)
0:52 divide second child into first child ( temp 3-component vector of float)
0:52 'f3' ( temp 3-component vector of float)
0:52 add ( temp 3-component vector of float)
0:52 Convert int to float ( temp 3-component vector of float)
0:52 'i3' ( temp 3-component vector of int)
0:52 Convert bool to float ( temp 3-component vector of float)
0:52 'b3' ( temp 3-component vector of bool)
0:53 add second child into first child ( temp 4-component vector of float)
0:53 'f4' ( temp 4-component vector of float)
0:53 add ( temp 4-component vector of float)
0:53 Convert int to float ( temp 4-component vector of float)
0:53 'i4' ( temp 4-component vector of int)
0:53 Convert bool to float ( temp 4-component vector of float)
0:53 'b4' ( temp 4-component vector of bool)
0:55 add second child into first child ( temp 4-component vector of float)
0:55 'f4' ( temp 4-component vector of float)
0:55 Convert bool to float ( temp 4-component vector of float)
0:55 Convert int to bool ( temp 4-component vector of bool)
0:55 'i_i4' ( flat in 4-component vector of int)
0:56 add second child into first child ( temp 4-component vector of float)
0:56 'f4' ( temp 4-component vector of float)
0:56 Convert bool to float ( temp 4-component vector of float)
0:56 Convert float to bool ( temp 4-component vector of bool)
0:56 'u_f4' ( uniform 4-component vector of float)
0:58 add second child into first child ( temp float)
0:58 'f' ( temp float)
0:58 subtract ( temp float)
0:58 'f' ( temp float)
0:58 Convert int to float ( temp float)
0:58 'i' ( temp int)
0:59 add second child into first child ( temp 2-component vector of float)
0:59 'f2' ( temp 2-component vector of float)
0:59 add ( temp 2-component vector of float)
0:59 Construct vec2 ( temp 2-component vector of float)
0:59 'f' ( temp float)
0:59 Convert int to float ( temp float)
0:59 'i' ( temp int)
0:59 Convert int to float ( temp 2-component vector of float)
0:59 'i2' ( temp 2-component vector of int)
0:60 add second child into first child ( temp 3-component vector of float)
0:60 'f3' ( temp 3-component vector of float)
0:60 add ( temp 3-component vector of float)
0:60 Convert int to float ( temp 3-component vector of float)
0:60 'i3' ( temp 3-component vector of int)
0:60 Construct vec3 ( temp 3-component vector of float)
0:60 'f' ( temp float)
0:60 Convert int to float ( temp float)
0:60 'i' ( temp int)
0:60 'f' ( temp float)
0:61 add second child into first child ( temp 4-component vector of float)
0:61 'f4' ( temp 4-component vector of float)
0:61 add ( temp 4-component vector of float)
0:61 Construct vec4 ( temp 4-component vector of float)
0:61 Convert bool to float ( temp float)
0:61 'b' ( temp bool)
0:61 Convert int to float ( temp float)
0:61 'i' ( temp int)
0:61 'f' ( temp float)
0:61 Convert int to float ( temp float)
0:61 'i' ( temp int)
0:61 Convert int to float ( temp 4-component vector of float)
0:61 'i4' ( temp 4-component vector of int)
0:63 add second child into first child ( temp 2-component vector of float)
0:63 'f2' ( temp 2-component vector of float)
0:63 vector-scale ( temp 2-component vector of float)
0:63 Construct vec2 ( temp 2-component vector of float)
0:63 'f' ( temp float)
0:63 Convert int to float ( temp float)
0:63 'i' ( temp int)
0:63 Convert int to float ( temp float)
0:63 'i' ( temp int)
0:64 add second child into first child ( temp 3-component vector of float)
0:64 'f3' ( temp 3-component vector of float)
0:64 add ( temp 3-component vector of float)
0:64 Construct vec3 ( temp 3-component vector of float)
0:64 'f' ( temp float)
0:64 Convert int to float ( temp float)
0:64 'i' ( temp int)
0:64 'f' ( temp float)
0:64 Convert int to float ( temp float)
0:64 'i' ( temp int)
0:65 add second child into first child ( temp 4-component vector of float)
0:65 'f4' ( temp 4-component vector of float)
0:65 subtract ( temp 4-component vector of float)
0:65 Convert int to float ( temp float)
0:65 'i' ( temp int)
0:65 Construct vec4 ( temp 4-component vector of float)
0:65 Convert bool to float ( temp float)
0:65 'b' ( temp bool)
0:65 Convert int to float ( temp float)
0:65 'i' ( temp int)
0:65 'f' ( temp float)
0:65 Convert int to float ( temp float)
0:65 'i' ( temp int)
0:67 add second child into first child ( temp 2-component vector of int)
0:67 'i2' ( temp 2-component vector of int)
0:67 Construct ivec2 ( temp 2-component vector of int)
0:67 Convert float to int ( temp int)
0:67 'f' ( temp float)
0:67 'i' ( temp int)
0:68 add second child into first child ( temp 3-component vector of int)
0:68 'i3' ( temp 3-component vector of int)
0:68 Construct ivec3 ( temp 3-component vector of int)
0:68 Convert float to int ( temp int)
0:68 'f' ( temp float)
0:68 'i' ( temp int)
0:68 Convert float to int ( temp int)
0:68 'f' ( temp float)
0:69 add second child into first child ( temp 4-component vector of int)
0:69 'i4' ( temp 4-component vector of int)
0:69 Construct ivec4 ( temp 4-component vector of int)
0:69 Convert bool to int ( temp int)
0:69 'b' ( temp bool)
0:69 'i' ( temp int)
0:69 Convert float to int ( temp int)
0:69 'f' ( temp float)
0:69 'i' ( temp int)
0:71 Test condition and select ( temp void)
0:71 Condition
0:72 logical-or ( temp bool)
0:71 logical-or ( temp bool)
0:71 logical-or ( temp bool)
0:71 Compare Less Than ( temp bool)
0:71 'f' ( temp float)
0:71 Convert int to float ( temp float)
0:71 'i' ( temp int)
0:71 Compare Less Than ( temp bool)
0:71 Convert int to float ( temp float)
0:71 'i' ( temp int)
0:71 'f' ( temp float)
0:72 Compare Equal ( temp bool)
0:72 'f2' ( temp 2-component vector of float)
0:72 Convert int to float ( temp 2-component vector of float)
0:72 'i2' ( temp 2-component vector of int)
0:73 Compare Not Equal ( temp bool)
0:73 Convert int to float ( temp 3-component vector of float)
0:73 'i3' ( temp 3-component vector of int)
0:73 'f3' ( temp 3-component vector of float)
0:71 true case
0:74 move second child to first child ( temp float)
0:74 'f' ( temp float)
0:74 add ( temp float)
0:74 Test condition and select ( temp float)
0:74 Condition
0:74 'b' ( temp bool)
0:74 true case
0:74 Convert int to float ( temp float)
0:74 'i' ( temp int)
0:74 false case
0:74 direct index ( temp float)
0:74 'f2' ( temp 2-component vector of float)
0:74 Constant:
0:74 0 (const int)
0:74 Test condition and select ( temp float)
0:74 Condition
0:74 direct index ( temp bool)
0:74 'b2' ( temp 2-component vector of bool)
0:74 Constant:
0:74 0 (const int)
0:74 true case
0:74 direct index ( temp float)
0:74 'f3' ( temp 3-component vector of float)
0:74 Constant:
0:74 0 (const int)
0:74 false case
0:74 Convert int to float ( temp float)
0:74 direct index ( temp int)
0:74 'i2' ( temp 2-component vector of int)
0:74 Constant:
0:74 1 (const int)
0:76 move second child to first child ( temp 4-component vector of float)
0:76 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:86 Test condition and select ( temp 4-component vector of float)
0:86 Condition
0:85 logical-or ( temp bool)
0:84 logical-or ( temp bool)
0:83 logical-or ( temp bool)
0:82 logical-or ( temp bool)
0:81 logical-or ( temp bool)
0:80 logical-or ( temp bool)
0:79 logical-or ( temp bool)
0:78 logical-or ( temp bool)
0:77 logical-or ( temp bool)
0:77 'b' ( temp bool)
0:78 direct index ( temp bool)
0:78 'b2' ( temp 2-component vector of bool)
0:78 Constant:
0:78 0 (const int)
0:79 direct index ( temp bool)
0:79 'b2' ( temp 2-component vector of bool)
0:79 Constant:
0:79 1 (const int)
0:80 direct index ( temp bool)
0:80 'b3' ( temp 3-component vector of bool)
0:80 Constant:
0:80 0 (const int)
0:81 direct index ( temp bool)
0:81 'b3' ( temp 3-component vector of bool)
0:81 Constant:
0:81 1 (const int)
0:82 direct index ( temp bool)
0:82 'b3' ( temp 3-component vector of bool)
0:82 Constant:
0:82 2 (const int)
0:83 direct index ( temp bool)
0:83 'b4' ( temp 4-component vector of bool)
0:83 Constant:
0:83 0 (const int)
0:84 direct index ( temp bool)
0:84 'b4' ( temp 4-component vector of bool)
0:84 Constant:
0:84 1 (const int)
0:85 direct index ( temp bool)
0:85 'b4' ( temp 4-component vector of bool)
0:85 Constant:
0:85 2 (const int)
0:86 direct index ( temp bool)
0:86 'b4' ( temp 4-component vector of bool)
0:86 Constant:
0:86 3 (const int)
0:86 true case
0:105 Construct vec4 ( temp 4-component vector of float)
0:105 add ( temp float)
0:104 add ( temp float)
0:103 add ( temp float)
0:102 add ( temp float)
0:101 add ( temp float)
0:100 add ( temp float)
0:99 add ( temp float)
0:98 add ( temp float)
0:97 add ( temp float)
0:96 add ( temp float)
0:95 Convert int to float ( temp float)
0:95 add ( temp int)
0:94 add ( temp int)
0:93 add ( temp int)
0:92 add ( temp int)
0:91 add ( temp int)
0:90 add ( temp int)
0:89 add ( temp int)
0:88 add ( temp int)
0:87 add ( temp int)
0:87 'i' ( temp int)
0:88 direct index ( temp int)
0:88 'i2' ( temp 2-component vector of int)
0:88 Constant:
0:88 0 (const int)
0:89 direct index ( temp int)
0:89 'i2' ( temp 2-component vector of int)
0:89 Constant:
0:89 1 (const int)
0:90 direct index ( temp int)
0:90 'i3' ( temp 3-component vector of int)
0:90 Constant:
0:90 0 (const int)
0:91 direct index ( temp int)
0:91 'i3' ( temp 3-component vector of int)
0:91 Constant:
0:91 1 (const int)
0:92 direct index ( temp int)
0:92 'i3' ( temp 3-component vector of int)
0:92 Constant:
0:92 2 (const int)
0:93 direct index ( temp int)
0:93 'i4' ( temp 4-component vector of int)
0:93 Constant:
0:93 0 (const int)
0:94 direct index ( temp int)
0:94 'i4' ( temp 4-component vector of int)
0:94 Constant:
0:94 1 (const int)
0:95 direct index ( temp int)
0:95 'i4' ( temp 4-component vector of int)
0:95 Constant:
0:95 2 (const int)
0:96 direct index ( temp int)
0:96 'i4' ( temp 4-component vector of int)
0:96 Constant:
0:96 3 (const int)
0:97 'f' ( temp float)
0:98 direct index ( temp float)
0:98 'f2' ( temp 2-component vector of float)
0:98 Constant:
0:98 0 (const int)
0:99 direct index ( temp float)
0:99 'f2' ( temp 2-component vector of float)
0:99 Constant:
0:99 1 (const int)
0:100 direct index ( temp float)
0:100 'f3' ( temp 3-component vector of float)
0:100 Constant:
0:100 0 (const int)
0:101 direct index ( temp float)
0:101 'f3' ( temp 3-component vector of float)
0:101 Constant:
0:101 1 (const int)
0:102 direct index ( temp float)
0:102 'f3' ( temp 3-component vector of float)
0:102 Constant:
0:102 2 (const int)
0:103 direct index ( temp float)
0:103 'f4' ( temp 4-component vector of float)
0:103 Constant:
0:103 0 (const int)
0:104 direct index ( temp float)
0:104 'f4' ( temp 4-component vector of float)
0:104 Constant:
0:104 1 (const int)
0:105 direct index ( temp float)
0:105 'f4' ( temp 4-component vector of float)
0:105 Constant:
0:105 2 (const int)
0:106 direct index ( temp float)
0:106 'f4' ( temp 4-component vector of float)
0:106 Constant:
0:106 3 (const int)
0:86 false case
0:106 Constant:
0:106 1.000000
0:106 1.000000
0:106 1.000000
0:106 1.000000
0:109 Sequence
0:109 move second child to first child ( temp 4-component vector of int)
0:109 'cv2' ( temp 4-component vector of int)
0:109 Constant:
0:109 1 (const int)
0:109 1 (const int)
0:109 1 (const int)
0:109 1 (const int)
0:110 Sequence
0:110 move second child to first child ( temp 4-component vector of bool)
0:110 'cv5' ( temp 4-component vector of bool)
0:110 Convert int to bool ( temp 4-component vector of bool)
0:110 'cv2' ( temp 4-component vector of int)
0:111 add second child into first child ( temp 4-component vector of float)
0:111 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:111 Construct float ( temp float)
0:111 Convert bool to float ( temp 4-component vector of float)
0:111 'cv5' ( temp 4-component vector of bool)
0:? Linker Objects
0:? 'u_b' ( uniform bool)
0:? 'u_b2' ( uniform 2-component vector of bool)
0:? 'u_b3' ( uniform 3-component vector of bool)
0:? 'u_b4' ( uniform 4-component vector of bool)
0:? 'u_i' ( uniform int)
0:? 'u_i2' ( uniform 2-component vector of int)
0:? 'u_i3' ( uniform 3-component vector of int)
0:? 'u_i4' ( uniform 4-component vector of int)
0:? 'u_f' ( uniform float)
0:? 'u_f2' ( uniform 2-component vector of float)
0:? 'u_f3' ( uniform 3-component vector of float)
0:? 'u_f4' ( uniform 4-component vector of float)
0:? 'i_b' ( uniform bool)
0:? 'i_b2' ( uniform 2-component vector of bool)
0:? 'i_b3' ( uniform 3-component vector of bool)
0:? 'i_b4' ( uniform 4-component vector of bool)
0:? 'i_i' ( flat in int)
0:? 'i_i2' ( flat in 2-component vector of int)
0:? 'i_i3' ( flat in 3-component vector of int)
0:? 'i_i4' ( flat in 4-component vector of int)
0:? 'i_f' ( smooth in float)
0:? 'i_f2' ( smooth in 2-component vector of float)
0:? 'i_f3' ( smooth in 3-component vector of float)
0:? 'i_f4' ( smooth in 4-component vector of float)
Linked fragment stage:
Shader version: 130
0:? Sequence
0:33 Function Definition: main( ( global void)
0:33 Function Parameters:
0:35 Sequence
0:35 Sequence
0:35 move second child to first child ( temp bool)
0:35 'b' ( temp bool)
0:35 logical-xor ( temp bool)
0:35 Convert int to bool ( temp bool)
0:35 'u_i' ( uniform int)
0:35 Convert float to bool ( temp bool)
0:35 'u_f' ( uniform float)
0:36 Sequence
0:36 move second child to first child ( temp 2-component vector of bool)
0:36 'b2' ( temp 2-component vector of bool)
0:36 Construct bvec2 ( temp 2-component vector of bool)
0:36 Convert int to bool ( temp bool)
0:36 'u_i' ( uniform int)
0:36 Convert float to bool ( temp bool)
0:36 'u_f' ( uniform float)
0:37 Sequence
0:37 move second child to first child ( temp 3-component vector of bool)
0:37 'b3' ( temp 3-component vector of bool)
0:37 Construct bvec3 ( temp 3-component vector of bool)
0:37 Convert int to bool ( temp bool)
0:37 'u_i' ( uniform int)
0:37 Convert float to bool ( temp bool)
0:37 'u_f' ( uniform float)
0:37 Convert int to bool ( temp bool)
0:37 'i_i' ( flat in int)
0:38 Sequence
0:38 move second child to first child ( temp 4-component vector of bool)
0:38 'b4' ( temp 4-component vector of bool)
0:38 Construct bvec4 ( temp 4-component vector of bool)
0:38 Convert int to bool ( temp bool)
0:38 'u_i' ( uniform int)
0:38 Convert float to bool ( temp bool)
0:38 'u_f' ( uniform float)
0:38 Convert int to bool ( temp bool)
0:38 'i_i' ( flat in int)
0:38 Convert float to bool ( temp bool)
0:38 'i_f' ( smooth in float)
0:40 Sequence
0:40 move second child to first child ( temp int)
0:40 'i' ( temp int)
0:40 add ( temp int)
0:40 Convert float to int ( temp int)
0:40 'u_f' ( uniform float)
0:40 Convert bool to int ( temp int)
0:40 'b' ( temp bool)
0:41 Sequence
0:41 move second child to first child ( temp 2-component vector of int)
0:41 'i2' ( temp 2-component vector of int)
0:41 add ( temp 2-component vector of int)
0:41 Convert float to int ( temp 2-component vector of int)
0:41 'u_f2' ( uniform 2-component vector of float)
0:41 Convert bool to int ( temp 2-component vector of int)
0:41 'b2' ( temp 2-component vector of bool)
0:42 Sequence
0:42 move second child to first child ( temp 3-component vector of int)
0:42 'i3' ( temp 3-component vector of int)
0:42 add ( temp 3-component vector of int)
0:42 Convert float to int ( temp 3-component vector of int)
0:42 'u_f3' ( uniform 3-component vector of float)
0:42 Convert bool to int ( temp 3-component vector of int)
0:42 'b3' ( temp 3-component vector of bool)
0:43 Sequence
0:43 move second child to first child ( temp 4-component vector of int)
0:43 'i4' ( temp 4-component vector of int)
0:43 add ( temp 4-component vector of int)
0:43 Convert float to int ( temp 4-component vector of int)
0:43 'u_f4' ( uniform 4-component vector of float)
0:43 Convert bool to int ( temp 4-component vector of int)
0:43 'b4' ( temp 4-component vector of bool)
0:45 Sequence
0:45 move second child to first child ( temp float)
0:45 'f' ( temp float)
0:45 Convert int to float ( temp float)
0:45 'i' ( temp int)
0:46 Sequence
0:46 move second child to first child ( temp 2-component vector of float)
0:46 'f2' ( temp 2-component vector of float)
0:46 Convert int to float ( temp 2-component vector of float)
0:46 'i2' ( temp 2-component vector of int)
0:47 Sequence
0:47 move second child to first child ( temp 3-component vector of float)
0:47 'f3' ( temp 3-component vector of float)
0:47 Convert int to float ( temp 3-component vector of float)
0:47 'i3' ( temp 3-component vector of int)
0:48 Sequence
0:48 move second child to first child ( temp 4-component vector of float)
0:48 'f4' ( temp 4-component vector of float)
0:48 Convert int to float ( temp 4-component vector of float)
0:48 'i4' ( temp 4-component vector of int)
0:50 add second child into first child ( temp float)
0:50 'f' ( temp float)
0:50 add ( temp float)
0:50 Convert int to float ( temp float)
0:50 'i' ( temp int)
0:50 Convert bool to float ( temp float)
0:50 'b' ( temp bool)
0:51 subtract second child into first child ( temp 2-component vector of float)
0:51 'f2' ( temp 2-component vector of float)
0:51 add ( temp 2-component vector of float)
0:51 Convert int to float ( temp 2-component vector of float)
0:51 'i2' ( temp 2-component vector of int)
0:51 Convert bool to float ( temp 2-component vector of float)
0:51 'b2' ( temp 2-component vector of bool)
0:52 divide second child into first child ( temp 3-component vector of float)
0:52 'f3' ( temp 3-component vector of float)
0:52 add ( temp 3-component vector of float)
0:52 Convert int to float ( temp 3-component vector of float)
0:52 'i3' ( temp 3-component vector of int)
0:52 Convert bool to float ( temp 3-component vector of float)
0:52 'b3' ( temp 3-component vector of bool)
0:53 add second child into first child ( temp 4-component vector of float)
0:53 'f4' ( temp 4-component vector of float)
0:53 add ( temp 4-component vector of float)
0:53 Convert int to float ( temp 4-component vector of float)
0:53 'i4' ( temp 4-component vector of int)
0:53 Convert bool to float ( temp 4-component vector of float)
0:53 'b4' ( temp 4-component vector of bool)
0:55 add second child into first child ( temp 4-component vector of float)
0:55 'f4' ( temp 4-component vector of float)
0:55 Convert bool to float ( temp 4-component vector of float)
0:55 Convert int to bool ( temp 4-component vector of bool)
0:55 'i_i4' ( flat in 4-component vector of int)
0:56 add second child into first child ( temp 4-component vector of float)
0:56 'f4' ( temp 4-component vector of float)
0:56 Convert bool to float ( temp 4-component vector of float)
0:56 Convert float to bool ( temp 4-component vector of bool)
0:56 'u_f4' ( uniform 4-component vector of float)
0:58 add second child into first child ( temp float)
0:58 'f' ( temp float)
0:58 subtract ( temp float)
0:58 'f' ( temp float)
0:58 Convert int to float ( temp float)
0:58 'i' ( temp int)
0:59 add second child into first child ( temp 2-component vector of float)
0:59 'f2' ( temp 2-component vector of float)
0:59 add ( temp 2-component vector of float)
0:59 Construct vec2 ( temp 2-component vector of float)
0:59 'f' ( temp float)
0:59 Convert int to float ( temp float)
0:59 'i' ( temp int)
0:59 Convert int to float ( temp 2-component vector of float)
0:59 'i2' ( temp 2-component vector of int)
0:60 add second child into first child ( temp 3-component vector of float)
0:60 'f3' ( temp 3-component vector of float)
0:60 add ( temp 3-component vector of float)
0:60 Convert int to float ( temp 3-component vector of float)
0:60 'i3' ( temp 3-component vector of int)
0:60 Construct vec3 ( temp 3-component vector of float)
0:60 'f' ( temp float)
0:60 Convert int to float ( temp float)
0:60 'i' ( temp int)
0:60 'f' ( temp float)
0:61 add second child into first child ( temp 4-component vector of float)
0:61 'f4' ( temp 4-component vector of float)
0:61 add ( temp 4-component vector of float)
0:61 Construct vec4 ( temp 4-component vector of float)
0:61 Convert bool to float ( temp float)
0:61 'b' ( temp bool)
0:61 Convert int to float ( temp float)
0:61 'i' ( temp int)
0:61 'f' ( temp float)
0:61 Convert int to float ( temp float)
0:61 'i' ( temp int)
0:61 Convert int to float ( temp 4-component vector of float)
0:61 'i4' ( temp 4-component vector of int)
0:63 add second child into first child ( temp 2-component vector of float)
0:63 'f2' ( temp 2-component vector of float)
0:63 vector-scale ( temp 2-component vector of float)
0:63 Construct vec2 ( temp 2-component vector of float)
0:63 'f' ( temp float)
0:63 Convert int to float ( temp float)
0:63 'i' ( temp int)
0:63 Convert int to float ( temp float)
0:63 'i' ( temp int)
0:64 add second child into first child ( temp 3-component vector of float)
0:64 'f3' ( temp 3-component vector of float)
0:64 add ( temp 3-component vector of float)
0:64 Construct vec3 ( temp 3-component vector of float)
0:64 'f' ( temp float)
0:64 Convert int to float ( temp float)
0:64 'i' ( temp int)
0:64 'f' ( temp float)
0:64 Convert int to float ( temp float)
0:64 'i' ( temp int)
0:65 add second child into first child ( temp 4-component vector of float)
0:65 'f4' ( temp 4-component vector of float)
0:65 subtract ( temp 4-component vector of float)
0:65 Convert int to float ( temp float)
0:65 'i' ( temp int)
0:65 Construct vec4 ( temp 4-component vector of float)
0:65 Convert bool to float ( temp float)
0:65 'b' ( temp bool)
0:65 Convert int to float ( temp float)
0:65 'i' ( temp int)
0:65 'f' ( temp float)
0:65 Convert int to float ( temp float)
0:65 'i' ( temp int)
0:67 add second child into first child ( temp 2-component vector of int)
0:67 'i2' ( temp 2-component vector of int)
0:67 Construct ivec2 ( temp 2-component vector of int)
0:67 Convert float to int ( temp int)
0:67 'f' ( temp float)
0:67 'i' ( temp int)
0:68 add second child into first child ( temp 3-component vector of int)
0:68 'i3' ( temp 3-component vector of int)
0:68 Construct ivec3 ( temp 3-component vector of int)
0:68 Convert float to int ( temp int)
0:68 'f' ( temp float)
0:68 'i' ( temp int)
0:68 Convert float to int ( temp int)
0:68 'f' ( temp float)
0:69 add second child into first child ( temp 4-component vector of int)
0:69 'i4' ( temp 4-component vector of int)
0:69 Construct ivec4 ( temp 4-component vector of int)
0:69 Convert bool to int ( temp int)
0:69 'b' ( temp bool)
0:69 'i' ( temp int)
0:69 Convert float to int ( temp int)
0:69 'f' ( temp float)
0:69 'i' ( temp int)
0:71 Test condition and select ( temp void)
0:71 Condition
0:72 logical-or ( temp bool)
0:71 logical-or ( temp bool)
0:71 logical-or ( temp bool)
0:71 Compare Less Than ( temp bool)
0:71 'f' ( temp float)
0:71 Convert int to float ( temp float)
0:71 'i' ( temp int)
0:71 Compare Less Than ( temp bool)
0:71 Convert int to float ( temp float)
0:71 'i' ( temp int)
0:71 'f' ( temp float)
0:72 Compare Equal ( temp bool)
0:72 'f2' ( temp 2-component vector of float)
0:72 Convert int to float ( temp 2-component vector of float)
0:72 'i2' ( temp 2-component vector of int)
0:73 Compare Not Equal ( temp bool)
0:73 Convert int to float ( temp 3-component vector of float)
0:73 'i3' ( temp 3-component vector of int)
0:73 'f3' ( temp 3-component vector of float)
0:71 true case
0:74 move second child to first child ( temp float)
0:74 'f' ( temp float)
0:74 add ( temp float)
0:74 Test condition and select ( temp float)
0:74 Condition
0:74 'b' ( temp bool)
0:74 true case
0:74 Convert int to float ( temp float)
0:74 'i' ( temp int)
0:74 false case
0:74 direct index ( temp float)
0:74 'f2' ( temp 2-component vector of float)
0:74 Constant:
0:74 0 (const int)
0:74 Test condition and select ( temp float)
0:74 Condition
0:74 direct index ( temp bool)
0:74 'b2' ( temp 2-component vector of bool)
0:74 Constant:
0:74 0 (const int)
0:74 true case
0:74 direct index ( temp float)
0:74 'f3' ( temp 3-component vector of float)
0:74 Constant:
0:74 0 (const int)
0:74 false case
0:74 Convert int to float ( temp float)
0:74 direct index ( temp int)
0:74 'i2' ( temp 2-component vector of int)
0:74 Constant:
0:74 1 (const int)
0:76 move second child to first child ( temp 4-component vector of float)
0:76 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:86 Test condition and select ( temp 4-component vector of float)
0:86 Condition
0:85 logical-or ( temp bool)
0:84 logical-or ( temp bool)
0:83 logical-or ( temp bool)
0:82 logical-or ( temp bool)
0:81 logical-or ( temp bool)
0:80 logical-or ( temp bool)
0:79 logical-or ( temp bool)
0:78 logical-or ( temp bool)
0:77 logical-or ( temp bool)
0:77 'b' ( temp bool)
0:78 direct index ( temp bool)
0:78 'b2' ( temp 2-component vector of bool)
0:78 Constant:
0:78 0 (const int)
0:79 direct index ( temp bool)
0:79 'b2' ( temp 2-component vector of bool)
0:79 Constant:
0:79 1 (const int)
0:80 direct index ( temp bool)
0:80 'b3' ( temp 3-component vector of bool)
0:80 Constant:
0:80 0 (const int)
0:81 direct index ( temp bool)
0:81 'b3' ( temp 3-component vector of bool)
0:81 Constant:
0:81 1 (const int)
0:82 direct index ( temp bool)
0:82 'b3' ( temp 3-component vector of bool)
0:82 Constant:
0:82 2 (const int)
0:83 direct index ( temp bool)
0:83 'b4' ( temp 4-component vector of bool)
0:83 Constant:
0:83 0 (const int)
0:84 direct index ( temp bool)
0:84 'b4' ( temp 4-component vector of bool)
0:84 Constant:
0:84 1 (const int)
0:85 direct index ( temp bool)
0:85 'b4' ( temp 4-component vector of bool)
0:85 Constant:
0:85 2 (const int)
0:86 direct index ( temp bool)
0:86 'b4' ( temp 4-component vector of bool)
0:86 Constant:
0:86 3 (const int)
0:86 true case
0:105 Construct vec4 ( temp 4-component vector of float)
0:105 add ( temp float)
0:104 add ( temp float)
0:103 add ( temp float)
0:102 add ( temp float)
0:101 add ( temp float)
0:100 add ( temp float)
0:99 add ( temp float)
0:98 add ( temp float)
0:97 add ( temp float)
0:96 add ( temp float)
0:95 Convert int to float ( temp float)
0:95 add ( temp int)
0:94 add ( temp int)
0:93 add ( temp int)
0:92 add ( temp int)
0:91 add ( temp int)
0:90 add ( temp int)
0:89 add ( temp int)
0:88 add ( temp int)
0:87 add ( temp int)
0:87 'i' ( temp int)
0:88 direct index ( temp int)
0:88 'i2' ( temp 2-component vector of int)
0:88 Constant:
0:88 0 (const int)
0:89 direct index ( temp int)
0:89 'i2' ( temp 2-component vector of int)
0:89 Constant:
0:89 1 (const int)
0:90 direct index ( temp int)
0:90 'i3' ( temp 3-component vector of int)
0:90 Constant:
0:90 0 (const int)
0:91 direct index ( temp int)
0:91 'i3' ( temp 3-component vector of int)
0:91 Constant:
0:91 1 (const int)
0:92 direct index ( temp int)
0:92 'i3' ( temp 3-component vector of int)
0:92 Constant:
0:92 2 (const int)
0:93 direct index ( temp int)
0:93 'i4' ( temp 4-component vector of int)
0:93 Constant:
0:93 0 (const int)
0:94 direct index ( temp int)
0:94 'i4' ( temp 4-component vector of int)
0:94 Constant:
0:94 1 (const int)
0:95 direct index ( temp int)
0:95 'i4' ( temp 4-component vector of int)
0:95 Constant:
0:95 2 (const int)
0:96 direct index ( temp int)
0:96 'i4' ( temp 4-component vector of int)
0:96 Constant:
0:96 3 (const int)
0:97 'f' ( temp float)
0:98 direct index ( temp float)
0:98 'f2' ( temp 2-component vector of float)
0:98 Constant:
0:98 0 (const int)
0:99 direct index ( temp float)
0:99 'f2' ( temp 2-component vector of float)
0:99 Constant:
0:99 1 (const int)
0:100 direct index ( temp float)
0:100 'f3' ( temp 3-component vector of float)
0:100 Constant:
0:100 0 (const int)
0:101 direct index ( temp float)
0:101 'f3' ( temp 3-component vector of float)
0:101 Constant:
0:101 1 (const int)
0:102 direct index ( temp float)
0:102 'f3' ( temp 3-component vector of float)
0:102 Constant:
0:102 2 (const int)
0:103 direct index ( temp float)
0:103 'f4' ( temp 4-component vector of float)
0:103 Constant:
0:103 0 (const int)
0:104 direct index ( temp float)
0:104 'f4' ( temp 4-component vector of float)
0:104 Constant:
0:104 1 (const int)
0:105 direct index ( temp float)
0:105 'f4' ( temp 4-component vector of float)
0:105 Constant:
0:105 2 (const int)
0:106 direct index ( temp float)
0:106 'f4' ( temp 4-component vector of float)
0:106 Constant:
0:106 3 (const int)
0:86 false case
0:106 Constant:
0:106 1.000000
0:106 1.000000
0:106 1.000000
0:106 1.000000
0:109 Sequence
0:109 move second child to first child ( temp 4-component vector of int)
0:109 'cv2' ( temp 4-component vector of int)
0:109 Constant:
0:109 1 (const int)
0:109 1 (const int)
0:109 1 (const int)
0:109 1 (const int)
0:110 Sequence
0:110 move second child to first child ( temp 4-component vector of bool)
0:110 'cv5' ( temp 4-component vector of bool)
0:110 Convert int to bool ( temp 4-component vector of bool)
0:110 'cv2' ( temp 4-component vector of int)
0:111 add second child into first child ( temp 4-component vector of float)
0:111 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:111 Construct float ( temp float)
0:111 Convert bool to float ( temp 4-component vector of float)
0:111 'cv5' ( temp 4-component vector of bool)
0:? Linker Objects
0:? 'u_b' ( uniform bool)
0:? 'u_b2' ( uniform 2-component vector of bool)
0:? 'u_b3' ( uniform 3-component vector of bool)
0:? 'u_b4' ( uniform 4-component vector of bool)
0:? 'u_i' ( uniform int)
0:? 'u_i2' ( uniform 2-component vector of int)
0:? 'u_i3' ( uniform 3-component vector of int)
0:? 'u_i4' ( uniform 4-component vector of int)
0:? 'u_f' ( uniform float)
0:? 'u_f2' ( uniform 2-component vector of float)
0:? 'u_f3' ( uniform 3-component vector of float)
0:? 'u_f4' ( uniform 4-component vector of float)
0:? 'i_b' ( uniform bool)
0:? 'i_b2' ( uniform 2-component vector of bool)
0:? 'i_b3' ( uniform 3-component vector of bool)
0:? 'i_b4' ( uniform 4-component vector of bool)
0:? 'i_i' ( flat in int)
0:? 'i_i2' ( flat in 2-component vector of int)
0:? 'i_i3' ( flat in 3-component vector of int)
0:? 'i_i4' ( flat in 4-component vector of int)
0:? 'i_f' ( smooth in float)
0:? 'i_f2' ( smooth in 2-component vector of float)
0:? 'i_f3' ( smooth in 3-component vector of float)
0:? 'i_f4' ( smooth in 4-component vector of float)

View File

@ -1,84 +0,0 @@
cppIndent.vert
ERROR: 0:61: 'macro expansion' : Too few args in Macro FUNC
ERROR: 0:61: '' : syntax error, unexpected COMMA
ERROR: 2 compilation errors. No code generated.
Shader version: 110
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'sum' ( global float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child ( temp float)
0:12 'sum' ( global float)
0:12 Constant:
0:12 1.000000
0:22 add second child into first child ( temp float)
0:22 'sum' ( global float)
0:22 Constant:
0:22 300.000000
0:37 add second child into first child ( temp float)
0:37 'sum' ( global float)
0:37 Constant:
0:37 600000.000000
0:47 add second child into first child ( temp float)
0:47 'sum' ( global float)
0:47 Constant:
0:47 80000000.000000
0:52 add second child into first child ( temp float)
0:52 'sum' ( global float)
0:52 Constant:
0:52 900000000.000000
0:56 move second child to first child ( temp 4-component vector of float)
0:56 'gl_Position' ( gl_Position 4-component vector of float Position)
0:56 Construct vec4 ( temp 4-component vector of float)
0:56 'sum' ( global float)
0:? Linker Objects
0:? 'sum' ( global float)
Linked vertex stage:
Shader version: 110
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'sum' ( global float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child ( temp float)
0:12 'sum' ( global float)
0:12 Constant:
0:12 1.000000
0:22 add second child into first child ( temp float)
0:22 'sum' ( global float)
0:22 Constant:
0:22 300.000000
0:37 add second child into first child ( temp float)
0:37 'sum' ( global float)
0:37 Constant:
0:37 600000.000000
0:47 add second child into first child ( temp float)
0:47 'sum' ( global float)
0:47 Constant:
0:47 80000000.000000
0:52 add second child into first child ( temp float)
0:52 'sum' ( global float)
0:52 Constant:
0:52 900000000.000000
0:56 move second child to first child ( temp 4-component vector of float)
0:56 'gl_Position' ( gl_Position 4-component vector of float Position)
0:56 Construct vec4 ( temp 4-component vector of float)
0:56 'sum' ( global float)
0:? Linker Objects
0:? 'sum' ( global float)

View File

@ -1,143 +0,0 @@
cppNest.vert
ERROR: 0:144: '#elif' : #elif after #else
ERROR: 0:152: '#else' : #else after #else
ERROR: 0:161: '#elif' : #elif after #else
ERROR: 0:169: '#else' : #else after #else
ERROR: 0:177: 'macro expansion' : End of input in macro FUNC
ERROR: 0:178: '' : compilation terminated
ERROR: 6 compilation errors. No code generated.
Shader version: 110
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'sum' ( global float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child ( temp float)
0:12 'sum' ( global float)
0:12 Constant:
0:12 1.000000
0:21 add second child into first child ( temp float)
0:21 'sum' ( global float)
0:21 Constant:
0:21 300.000000
0:61 add second child into first child ( temp float)
0:61 'sum' ( global float)
0:61 Constant:
0:61 600000.000000
0:65 add second child into first child ( temp float)
0:65 'sum' ( global float)
0:65 Constant:
0:65 80000000.000000
0:69 add second child into first child ( temp float)
0:69 'sum' ( global float)
0:69 Constant:
0:69 900000000.000000
0:76 add second child into first child ( temp float)
0:76 'sum' ( global float)
0:76 Constant:
0:76 7000000.000000
0:86 move second child to first child ( temp 4-component vector of float)
0:86 'gl_Position' ( gl_Position 4-component vector of float Position)
0:86 Construct vec4 ( temp 4-component vector of float)
0:86 'sum' ( global float)
0:103 Sequence
0:103 move second child to first child ( temp int)
0:103 'selected4' ( global int)
0:103 Constant:
0:103 4 (const int)
0:115 Sequence
0:115 move second child to first child ( temp int)
0:115 'selected2' ( global int)
0:115 Constant:
0:115 2 (const int)
0:133 Sequence
0:133 move second child to first child ( temp int)
0:133 'selected3' ( global int)
0:133 Constant:
0:133 3 (const int)
0:175 Function Definition: foo985( ( global void)
0:175 Function Parameters:
0:175 Sequence
0:175 add ( temp int)
0:175 Constant:
0:175 2 (const int)
0:175 Comma ( temp int)
0:175 Constant:
0:175 3 (const int)
0:175 Constant:
0:175 4 (const int)
0:? Linker Objects
0:? 'sum' ( global float)
0:? 'selected4' ( global int)
0:? 'selected2' ( global int)
0:? 'selected3' ( global int)
Linked vertex stage:
Shader version: 110
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'sum' ( global float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child ( temp float)
0:12 'sum' ( global float)
0:12 Constant:
0:12 1.000000
0:21 add second child into first child ( temp float)
0:21 'sum' ( global float)
0:21 Constant:
0:21 300.000000
0:61 add second child into first child ( temp float)
0:61 'sum' ( global float)
0:61 Constant:
0:61 600000.000000
0:65 add second child into first child ( temp float)
0:65 'sum' ( global float)
0:65 Constant:
0:65 80000000.000000
0:69 add second child into first child ( temp float)
0:69 'sum' ( global float)
0:69 Constant:
0:69 900000000.000000
0:76 add second child into first child ( temp float)
0:76 'sum' ( global float)
0:76 Constant:
0:76 7000000.000000
0:86 move second child to first child ( temp 4-component vector of float)
0:86 'gl_Position' ( gl_Position 4-component vector of float Position)
0:86 Construct vec4 ( temp 4-component vector of float)
0:86 'sum' ( global float)
0:103 Sequence
0:103 move second child to first child ( temp int)
0:103 'selected4' ( global int)
0:103 Constant:
0:103 4 (const int)
0:115 Sequence
0:115 move second child to first child ( temp int)
0:115 'selected2' ( global int)
0:115 Constant:
0:115 2 (const int)
0:133 Sequence
0:133 move second child to first child ( temp int)
0:133 'selected3' ( global int)
0:133 Constant:
0:133 3 (const int)
0:? Linker Objects
0:? 'sum' ( global float)
0:? 'selected4' ( global int)
0:? 'selected2' ( global int)
0:? 'selected3' ( global int)

View File

@ -1,303 +0,0 @@
cppSimple.vert
ERROR: 0:77: '#error' : good1
ERROR: 0:81: '#error' : good2
ERROR: 0:85: '#error' : good3
ERROR: 0:89: '#error' : good4
ERROR: 0:93: '#error' : good5
ERROR: 0:97: '#error' : good6
ERROR: 0:100: 'preprocessor evaluation' : expected ')'
ERROR: 0:101: '#error' : bad1
ERROR: 0:104: '#if' : unexpected tokens following directive
ERROR: 0:105: '#error' : bad2
ERROR: 0:108: 'preprocessor evaluation' : expected ')'
ERROR: 0:109: '#error' : bad3
ERROR: 0:112: '#if' : unexpected tokens following directive
ERROR: 0:113: '#error' : bad4
ERROR: 0:116: 'preprocessor evaluation' : expected ')'
ERROR: 0:117: '#error' : bad5
ERROR: 0:120: '#if' : unexpected tokens following directive
ERROR: 0:121: '#error' : bad6
ERROR: 0:122: '#endif' : unexpected tokens following directive
ERROR: 0:135: '""' : string literals not supported
ERROR: 0:136: '""' : string literals not supported
ERROR: 0:136: 'length' : no matching overloaded function found
ERROR: 0:136: '=' : cannot convert from ' const float' to ' global int'
ERROR: 0:138: ''' : character literals not supported
ERROR: 0:138: ''' : character literals not supported
ERROR: 0:141: '#define' : names beginning with "GL_" can't be (un)defined: GL_
ERROR: 0:142: '#define' : names beginning with "GL_" can't be (un)defined: GL_Macro
WARNING: 0:143: '#define' : names containing consecutive underscores are reserved: __M
WARNING: 0:144: '#define' : names containing consecutive underscores are reserved: M__
WARNING: 0:145: '#define' : names containing consecutive underscores are reserved: ABC__DE
ERROR: 0:148: '#else' : unexpected tokens following directive
ERROR: 0:149: '#elif' : #elif after #else
ERROR: 0:155: '#else' : unexpected tokens following directive
ERROR: 0:158: '#else' : #else after #else
ERROR: 0:160: '#endif' : unexpected tokens following directive
ERROR: 0:164: '#define' : duplicate macro parameter
ERROR: 0:173: '#define' : Macro redefined; different number of arguments: m4
ERROR: 0:178: '#define' : Macro redefined; different number of arguments: m5
ERROR: 0:182: '#define' : Macro redefined; different number of arguments: m6
ERROR: 0:185: '#define' : Macro redefined; different substitutions: m7
ERROR: 0:192: '#define' : Macro redefined; different substitutions: m8
ERROR: 0:196: '#define' : Macro redefined; different argument names: m9
WARNING: 0:204: '#undef' : names containing consecutive underscores are reserved: __VERSION__
ERROR: 0:205: '#undef' : names beginning with "GL_" can't be (un)defined: GL_ARB_texture_rectangle
ERROR: 0:210: '#' : invalid directive
ERROR: 0:211: '#' : invalid directive
ERROR: 0:212: '#' : invalid directive
ERROR: 0:213: '#' : invalid directive
ERROR: 0:214: '#' : invalid directive
ERROR: 0:215: '#' : invalid directive
ERROR: 0:224: '#pragma' : optimize pragma syntax is incorrect
ERROR: 0:225: '#pragma' : optimize pragma syntax is incorrect
ERROR: 0:226: '#pragma' : debug pragma syntax is incorrect
ERROR: 0:227: '#pragma' : debug pragma syntax is incorrect
ERROR: 0:229: '#pragma' : optimize pragma syntax is incorrect
ERROR: 0:230: '#pragma' : debug pragma syntax is incorrect
ERROR: 0:233: 'line continuation' : not supported for this version or the enabled extensions
ERROR: 0:235: 'line continuation' : not supported for this version or the enabled extensions
ERROR: 0:236: '#error' : good continuation
ERROR: 0:238: '#' : invalid directive: flizbit
ERROR: 0:242: '#' : invalid directive: directive
ERROR: 0:12000: '#error' : line should be 12000
ERROR: 7:13000: '#error' : line should be 13000 , string 7
ERROR: 7:14013: '#error' : line should be 14013 , string 7
ERROR: 12:14013: '#error' : line should be 14013 , string 12
ERROR: 12:14025: '#error' : line should be 14025 , string 12
ERROR: 12:1233: '#line' : unexpected tokens following directive
ERROR: 12:1236: '#line' : unexpected tokens following directive
ERROR: 12:20000: '#error' : line should be 20000
ERROR: 12:20010: '#error' : line should be 20010
ERROR: 12:20020: '#error' : line should be 20020
ERROR: 12:20045: '#define' : Macro redefined; different substitutions: SPACE_IN_MIDDLE
ERROR: 12:20051: '#error' : good evaluation 1
ERROR: 12:20055: '#error' : good evaluation 2
ERROR: 12:9000: 'preprocessor evaluation' : expected ')'
ERROR: 12:9002: '#if' : unexpected tokens following directive
ERROR: 12:9014: 'FOOOM' : undeclared identifier
ERROR: 12:9014: '=' : cannot convert from ' temp float' to ' global int'
ERROR: 12:9016: 'preprocessor evaluation' : can't evaluate expression
ERROR: 12:9016: 'preprocessor evaluation' : bad expression
ERROR: 12:9500: 'preprocessor evaluation' : bad expression
ERROR: 12:9500: '#if' : unexpected tokens following directive
ERROR: 12:9502: 'preprocessor evaluation' : bad expression
ERROR: 12:9502: '#if' : unexpected tokens following directive
ERROR: 12:9504: 'preprocessor evaluation' : bad expression
ERROR: 12:9504: '#if' : unexpected tokens following directive
ERROR: 12:9506: '#error' : \ 377
ERROR: 12:9507: '#error' : \ 376
ERROR: 12:9508: '#error' : \ 377
ERROR: 12:9602: 'defined' : cannot use in preprocessor expression when expanded from macros
ERROR: 12:9603: '#error' : DEF_DEFINED then
ERROR: 12:10002: '' : missing #endif
ERROR: 88 compilation errors. No code generated.
Shader version: 400
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'sum' ( global float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child ( temp float)
0:12 'sum' ( global float)
0:12 Constant:
0:12 1.000000
0:22 add second child into first child ( temp float)
0:22 'sum' ( global float)
0:22 Constant:
0:22 300.000000
0:37 add second child into first child ( temp float)
0:37 'sum' ( global float)
0:37 Constant:
0:37 600000.000000
0:48 add second child into first child ( temp float)
0:48 'sum' ( global float)
0:48 Constant:
0:48 7000000.000000
0:53 add second child into first child ( temp float)
0:53 'sum' ( global float)
0:53 Constant:
0:53 80000000.000000
0:58 add second child into first child ( temp float)
0:58 'sum' ( global float)
0:58 Constant:
0:58 900000000.000000
0:65 add second child into first child ( temp float)
0:65 'sum' ( global float)
0:65 Constant:
0:65 0.050000
0:69 move second child to first child ( temp 4-component vector of float)
0:69 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:69 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:69 Constant:
0:69 0 (const uint)
0:69 Construct vec4 ( temp 4-component vector of float)
0:69 'sum' ( global float)
0:124 Sequence
0:124 move second child to first child ( temp int)
0:124 'linenumber' ( global int)
0:124 Constant:
0:124 124 (const int)
0:125 Sequence
0:125 move second child to first child ( temp int)
0:125 'filenumber' ( global int)
0:125 Constant:
0:125 0 (const int)
0:126 Sequence
0:126 move second child to first child ( temp int)
0:126 'version' ( global int)
0:126 Constant:
0:126 400 (const int)
0:130 Sequence
0:130 move second child to first child ( temp float)
0:130 'twoPi' ( global float)
0:130 Constant:
0:130 6.280000
0:199 Sequence
0:199 move second child to first child ( temp int)
0:199 'n' ( global int)
0:199 Constant:
0:199 15 (const int)
0:202 Sequence
0:202 move second child to first child ( temp double)
0:202 'f' ( global double)
0:202 Constant:
0:202 0.000800
12:20031 Function Definition: foo234( ( global void)
12:20031 Function Parameters:
12:20033 Sequence
12:20033 move second child to first child ( temp 4-component vector of float)
12:20033 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
12:20033 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
12:20033 Constant:
12:20033 0 (const uint)
12:20033 Constant:
12:20033 6.000000
12:20033 6.000000
12:20033 6.000000
12:20033 6.000000
12:9011 Sequence
12:9011 move second child to first child ( temp int)
12:9011 'R1' ( global int)
12:9011 'RECURSE' ( global int)
0:? Linker Objects
0:? 'sum' ( global float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:? 'linenumber' ( global int)
0:? 'filenumber' ( global int)
0:? 'version' ( global int)
0:? 'twoPi' ( global float)
0:? 'a' ( global int)
0:? 'n' ( global int)
0:? 'f' ( global double)
0:? 'RECURSE' ( global int)
0:? 'R1' ( global int)
0:? 'aoeua' ( global int)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 400
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp float)
0:5 'sum' ( global float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child ( temp float)
0:12 'sum' ( global float)
0:12 Constant:
0:12 1.000000
0:22 add second child into first child ( temp float)
0:22 'sum' ( global float)
0:22 Constant:
0:22 300.000000
0:37 add second child into first child ( temp float)
0:37 'sum' ( global float)
0:37 Constant:
0:37 600000.000000
0:48 add second child into first child ( temp float)
0:48 'sum' ( global float)
0:48 Constant:
0:48 7000000.000000
0:53 add second child into first child ( temp float)
0:53 'sum' ( global float)
0:53 Constant:
0:53 80000000.000000
0:58 add second child into first child ( temp float)
0:58 'sum' ( global float)
0:58 Constant:
0:58 900000000.000000
0:65 add second child into first child ( temp float)
0:65 'sum' ( global float)
0:65 Constant:
0:65 0.050000
0:69 move second child to first child ( temp 4-component vector of float)
0:69 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:69 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:69 Constant:
0:69 0 (const uint)
0:69 Construct vec4 ( temp 4-component vector of float)
0:69 'sum' ( global float)
0:124 Sequence
0:124 move second child to first child ( temp int)
0:124 'linenumber' ( global int)
0:124 Constant:
0:124 124 (const int)
0:125 Sequence
0:125 move second child to first child ( temp int)
0:125 'filenumber' ( global int)
0:125 Constant:
0:125 0 (const int)
0:126 Sequence
0:126 move second child to first child ( temp int)
0:126 'version' ( global int)
0:126 Constant:
0:126 400 (const int)
0:130 Sequence
0:130 move second child to first child ( temp float)
0:130 'twoPi' ( global float)
0:130 Constant:
0:130 6.280000
0:199 Sequence
0:199 move second child to first child ( temp int)
0:199 'n' ( global int)
0:199 Constant:
0:199 15 (const int)
0:202 Sequence
0:202 move second child to first child ( temp double)
0:202 'f' ( global double)
0:202 Constant:
0:202 0.000800
12:9011 Sequence
12:9011 move second child to first child ( temp int)
12:9011 'R1' ( global int)
12:9011 'RECURSE' ( global int)
0:? Linker Objects
0:? 'sum' ( global float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
0:? 'linenumber' ( global int)
0:? 'filenumber' ( global int)
0:? 'version' ( global int)
0:? 'twoPi' ( global float)
0:? 'a' ( global int)
0:? 'n' ( global int)
0:? 'f' ( global double)
0:? 'RECURSE' ( global int)
0:? 'R1' ( global int)
0:? 'aoeua' ( global int)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)

View File

@ -1,35 +0,0 @@
dataOut.frag
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
Shader version: 130
0:? Sequence
0:5 Function Definition: main( ( global void)
0:5 Function Parameters:
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 direct index ( temp 4-component vector of float FragData)
0:7 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:7 Constant:
0:7 1 (const int)
0:7 'Color' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' ( smooth in 4-component vector of float)
Linked fragment stage:
Shader version: 130
0:? Sequence
0:5 Function Definition: main( ( global void)
0:5 Function Parameters:
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 direct index ( temp 4-component vector of float FragData)
0:7 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:7 Constant:
0:7 1 (const int)
0:7 'Color' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' ( smooth in 4-component vector of float)

View File

@ -1,35 +0,0 @@
dataOutIndirect.frag
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
Shader version: 130
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 indirect index ( temp 4-component vector of float FragData)
0:9 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:9 'i' ( uniform int)
0:9 'Color' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' ( smooth in 4-component vector of float)
0:? 'i' ( uniform int)
Linked fragment stage:
Shader version: 130
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 indirect index ( temp 4-component vector of float FragData)
0:9 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
0:9 'i' ( uniform int)
0:9 'Color' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' ( smooth in 4-component vector of float)
0:? 'i' ( uniform int)

View File

@ -1,515 +0,0 @@
decls.frag
ERROR: 0:19: 'vi4' : illegal use of type 'void'
ERROR: 0:20: 'vj' : illegal use of type 'void'
ERROR: 0:20: 'vk5' : illegal use of type 'void'
ERROR: 0:21: 'vm2' : illegal use of type 'void'
ERROR: 0:21: 'vm3' : illegal use of type 'void'
ERROR: 0:22: 'vn8' : illegal use of type 'void'
ERROR: 0:22: 'vp' : illegal use of type 'void'
ERROR: 0:25: 'cij' : variables with qualifier 'const' must be initialized
ERROR: 0:27: 'cip' : variables with qualifier 'const' must be initialized
ERROR: 0:34: 'gl_vi4' : identifiers starting with "gl_" are reserved
ERROR: 0:35: 'gl_vj' : identifiers starting with "gl_" are reserved
ERROR: 0:35: 'gl_vk5' : identifiers starting with "gl_" are reserved
ERROR: 0:36: 'gl_vm2' : identifiers starting with "gl_" are reserved
ERROR: 0:36: 'gl_vm3' : identifiers starting with "gl_" are reserved
ERROR: 0:37: 'gl_vn8' : identifiers starting with "gl_" are reserved
ERROR: 0:37: 'gl_vp' : identifiers starting with "gl_" are reserved
ERROR: 0:42: '' : boolean expression expected
ERROR: 0:43: 'gl_cond' : identifiers starting with "gl_" are reserved
WARNING: 0:46: 'foob__vi4' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:47: 'foob__vj' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:47: 'foob__vk5' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:48: '__foobvm2' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:48: '__foobvm3' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:49: 'foob__vn8' : identifiers containing consecutive underscores ("__") are reserved
WARNING: 0:49: 'foob__vp' : identifiers containing consecutive underscores ("__") are reserved
ERROR: 18 compilation errors. No code generated.
Shader version: 120
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp int)
0:5 'd1' ( global int)
0:5 Constant:
0:5 1 (const int)
0:6 Sequence
0:6 move second child to first child ( temp int)
0:6 'e2' ( global int)
0:6 Constant:
0:6 2 (const int)
0:7 Sequence
0:7 move second child to first child ( temp int)
0:7 'h3' ( global int)
0:7 Constant:
0:7 3 (const int)
0:14 Sequence
0:14 move second child to first child ( temp 4-element array of int)
0:14 'ii4' ( global 4-element array of int)
0:14 Constant:
0:14 1 (const int)
0:14 2 (const int)
0:14 3 (const int)
0:14 4 (const int)
0:15 Sequence
0:15 move second child to first child ( temp 5-element array of int)
0:15 'ik5' ( global 5-element array of int)
0:15 Constant:
0:15 5 (const int)
0:15 6 (const int)
0:15 7 (const int)
0:15 8 (const int)
0:15 9 (const int)
0:16 Sequence
0:16 move second child to first child ( temp 2-element array of int)
0:16 'im2' ( global 2-element array of int)
0:16 Constant:
0:16 10 (const int)
0:16 11 (const int)
0:16 move second child to first child ( temp 3-element array of int)
0:16 'im3' ( global 3-element array of int)
0:16 Constant:
0:16 12 (const int)
0:16 13 (const int)
0:16 14 (const int)
0:17 Sequence
0:17 move second child to first child ( temp 4-element array of int)
0:17 'in8' ( global 4-element array of int)
0:17 Constant:
0:17 21 (const int)
0:17 22 (const int)
0:17 23 (const int)
0:17 24 (const int)
0:34 Sequence
0:34 move second child to first child ( temp 4-element array of int)
0:34 'gl_vi4' ( global 4-element array of int)
0:34 Constant:
0:34 1 (const int)
0:34 2 (const int)
0:34 3 (const int)
0:34 4 (const int)
0:35 Sequence
0:35 move second child to first child ( temp 5-element array of int)
0:35 'gl_vk5' ( global 5-element array of int)
0:35 Constant:
0:35 5 (const int)
0:35 6 (const int)
0:35 7 (const int)
0:35 8 (const int)
0:35 9 (const int)
0:36 Sequence
0:36 move second child to first child ( temp 2-element array of int)
0:36 'gl_vm2' ( global 2-element array of int)
0:36 Constant:
0:36 10 (const int)
0:36 11 (const int)
0:36 move second child to first child ( temp 3-element array of int)
0:36 'gl_vm3' ( global 3-element array of int)
0:36 Constant:
0:36 12 (const int)
0:36 13 (const int)
0:36 14 (const int)
0:37 Sequence
0:37 move second child to first child ( temp 4-element array of int)
0:37 'gl_vn8' ( global 4-element array of int)
0:37 Constant:
0:37 21 (const int)
0:37 22 (const int)
0:37 23 (const int)
0:37 24 (const int)
0:39 Function Definition: main( ( global void)
0:39 Function Parameters:
0:41 Sequence
0:41 Loop with condition tested first
0:41 Loop Condition
0:41 move second child to first child ( temp bool)
0:41 'cond' ( temp bool)
0:41 Compare Less Than ( temp bool)
0:41 'b' ( global int)
0:41 'c' ( global int)
0:41 No loop body
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 move second child to first child ( temp int)
0:42 'icond' ( temp int)
0:42 'b' ( global int)
0:42 No loop body
0:43 Loop with condition tested first
0:43 Loop Condition
0:43 move second child to first child ( temp bool)
0:43 'gl_cond' ( temp bool)
0:43 Compare Less Than ( temp bool)
0:43 'b' ( global int)
0:43 'c' ( global int)
0:43 No loop body
0:46 Sequence
0:46 move second child to first child ( temp 4-element array of int)
0:46 'foob__vi4' ( global 4-element array of int)
0:46 Constant:
0:46 1 (const int)
0:46 2 (const int)
0:46 3 (const int)
0:46 4 (const int)
0:47 Sequence
0:47 move second child to first child ( temp 5-element array of int)
0:47 'foob__vk5' ( global 5-element array of int)
0:47 Constant:
0:47 5 (const int)
0:47 6 (const int)
0:47 7 (const int)
0:47 8 (const int)
0:47 9 (const int)
0:48 Sequence
0:48 move second child to first child ( temp 2-element array of int)
0:48 '__foobvm2' ( global 2-element array of int)
0:48 Constant:
0:48 10 (const int)
0:48 11 (const int)
0:48 move second child to first child ( temp 3-element array of int)
0:48 '__foobvm3' ( global 3-element array of int)
0:48 Constant:
0:48 12 (const int)
0:48 13 (const int)
0:48 14 (const int)
0:49 Sequence
0:49 move second child to first child ( temp 4-element array of int)
0:49 'foob__vn8' ( global 4-element array of int)
0:49 Constant:
0:49 21 (const int)
0:49 22 (const int)
0:49 23 (const int)
0:49 24 (const int)
0:? Linker Objects
0:? 'a' ( global int)
0:? 'b' ( global int)
0:? 'c' ( global int)
0:? 'd1' ( global int)
0:? 'e2' ( global int)
0:? 'f' ( global int)
0:? 'g' ( global int)
0:? 'h3' ( global int)
0:? 'i4' ( global 4-element array of int)
0:? 'j' ( global int)
0:? 'k5' ( global 5-element array of int)
0:? 'm6' ( global 6-element array of int)
0:? 'm7' ( global 7-element array of int)
0:? 'n8' ( global 8-element array of int)
0:? 'p' ( global int)
0:? 'ii4' ( global 4-element array of int)
0:? 'ij' ( global int)
0:? 'ik5' ( global 5-element array of int)
0:? 'im2' ( global 2-element array of int)
0:? 'im3' ( global 3-element array of int)
0:? 'in8' ( global 4-element array of int)
0:? 'ip' ( global int)
0:? 'cii4' ( const 4-element array of int)
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:? 'cij' ( temp int)
0:? 'cik5' ( const 5-element array of int)
0:? 5 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:? 9 (const int)
0:? 'cim2' ( const 2-element array of int)
0:? 10 (const int)
0:? 11 (const int)
0:? 'cim3' ( const 3-element array of int)
0:? 12 (const int)
0:? 13 (const int)
0:? 14 (const int)
0:? 'cin8' ( const 4-element array of int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:? 24 (const int)
0:? 'cip' ( temp int)
0:? 'uii4' ( uniform 4-element array of int)
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:? 'uij' ( uniform int)
0:? 'uik5' ( uniform 5-element array of int)
0:? 5 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:? 9 (const int)
0:? 'uim2' ( uniform 2-element array of int)
0:? 10 (const int)
0:? 11 (const int)
0:? 'uim3' ( uniform 3-element array of int)
0:? 12 (const int)
0:? 13 (const int)
0:? 14 (const int)
0:? 'uin8' ( uniform 4-element array of int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:? 24 (const int)
0:? 'uip' ( uniform int)
0:? 'gl_vi4' ( global 4-element array of int)
0:? 'gl_vj' ( global int)
0:? 'gl_vk5' ( global 5-element array of int)
0:? 'gl_vm2' ( global 2-element array of int)
0:? 'gl_vm3' ( global 3-element array of int)
0:? 'gl_vn8' ( global 4-element array of int)
0:? 'gl_vp' ( global int)
0:? 'foob__vi4' ( global 4-element array of int)
0:? 'foob__vj' ( global int)
0:? 'foob__vk5' ( global 5-element array of int)
0:? '__foobvm2' ( global 2-element array of int)
0:? '__foobvm3' ( global 3-element array of int)
0:? 'foob__vn8' ( global 4-element array of int)
0:? 'foob__vp' ( global int)
Linked fragment stage:
Shader version: 120
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child ( temp int)
0:5 'd1' ( global int)
0:5 Constant:
0:5 1 (const int)
0:6 Sequence
0:6 move second child to first child ( temp int)
0:6 'e2' ( global int)
0:6 Constant:
0:6 2 (const int)
0:7 Sequence
0:7 move second child to first child ( temp int)
0:7 'h3' ( global int)
0:7 Constant:
0:7 3 (const int)
0:14 Sequence
0:14 move second child to first child ( temp 4-element array of int)
0:14 'ii4' ( global 4-element array of int)
0:14 Constant:
0:14 1 (const int)
0:14 2 (const int)
0:14 3 (const int)
0:14 4 (const int)
0:15 Sequence
0:15 move second child to first child ( temp 5-element array of int)
0:15 'ik5' ( global 5-element array of int)
0:15 Constant:
0:15 5 (const int)
0:15 6 (const int)
0:15 7 (const int)
0:15 8 (const int)
0:15 9 (const int)
0:16 Sequence
0:16 move second child to first child ( temp 2-element array of int)
0:16 'im2' ( global 2-element array of int)
0:16 Constant:
0:16 10 (const int)
0:16 11 (const int)
0:16 move second child to first child ( temp 3-element array of int)
0:16 'im3' ( global 3-element array of int)
0:16 Constant:
0:16 12 (const int)
0:16 13 (const int)
0:16 14 (const int)
0:17 Sequence
0:17 move second child to first child ( temp 4-element array of int)
0:17 'in8' ( global 4-element array of int)
0:17 Constant:
0:17 21 (const int)
0:17 22 (const int)
0:17 23 (const int)
0:17 24 (const int)
0:34 Sequence
0:34 move second child to first child ( temp 4-element array of int)
0:34 'gl_vi4' ( global 4-element array of int)
0:34 Constant:
0:34 1 (const int)
0:34 2 (const int)
0:34 3 (const int)
0:34 4 (const int)
0:35 Sequence
0:35 move second child to first child ( temp 5-element array of int)
0:35 'gl_vk5' ( global 5-element array of int)
0:35 Constant:
0:35 5 (const int)
0:35 6 (const int)
0:35 7 (const int)
0:35 8 (const int)
0:35 9 (const int)
0:36 Sequence
0:36 move second child to first child ( temp 2-element array of int)
0:36 'gl_vm2' ( global 2-element array of int)
0:36 Constant:
0:36 10 (const int)
0:36 11 (const int)
0:36 move second child to first child ( temp 3-element array of int)
0:36 'gl_vm3' ( global 3-element array of int)
0:36 Constant:
0:36 12 (const int)
0:36 13 (const int)
0:36 14 (const int)
0:37 Sequence
0:37 move second child to first child ( temp 4-element array of int)
0:37 'gl_vn8' ( global 4-element array of int)
0:37 Constant:
0:37 21 (const int)
0:37 22 (const int)
0:37 23 (const int)
0:37 24 (const int)
0:39 Function Definition: main( ( global void)
0:39 Function Parameters:
0:41 Sequence
0:41 Loop with condition tested first
0:41 Loop Condition
0:41 move second child to first child ( temp bool)
0:41 'cond' ( temp bool)
0:41 Compare Less Than ( temp bool)
0:41 'b' ( global int)
0:41 'c' ( global int)
0:41 No loop body
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 move second child to first child ( temp int)
0:42 'icond' ( temp int)
0:42 'b' ( global int)
0:42 No loop body
0:43 Loop with condition tested first
0:43 Loop Condition
0:43 move second child to first child ( temp bool)
0:43 'gl_cond' ( temp bool)
0:43 Compare Less Than ( temp bool)
0:43 'b' ( global int)
0:43 'c' ( global int)
0:43 No loop body
0:46 Sequence
0:46 move second child to first child ( temp 4-element array of int)
0:46 'foob__vi4' ( global 4-element array of int)
0:46 Constant:
0:46 1 (const int)
0:46 2 (const int)
0:46 3 (const int)
0:46 4 (const int)
0:47 Sequence
0:47 move second child to first child ( temp 5-element array of int)
0:47 'foob__vk5' ( global 5-element array of int)
0:47 Constant:
0:47 5 (const int)
0:47 6 (const int)
0:47 7 (const int)
0:47 8 (const int)
0:47 9 (const int)
0:48 Sequence
0:48 move second child to first child ( temp 2-element array of int)
0:48 '__foobvm2' ( global 2-element array of int)
0:48 Constant:
0:48 10 (const int)
0:48 11 (const int)
0:48 move second child to first child ( temp 3-element array of int)
0:48 '__foobvm3' ( global 3-element array of int)
0:48 Constant:
0:48 12 (const int)
0:48 13 (const int)
0:48 14 (const int)
0:49 Sequence
0:49 move second child to first child ( temp 4-element array of int)
0:49 'foob__vn8' ( global 4-element array of int)
0:49 Constant:
0:49 21 (const int)
0:49 22 (const int)
0:49 23 (const int)
0:49 24 (const int)
0:? Linker Objects
0:? 'a' ( global int)
0:? 'b' ( global int)
0:? 'c' ( global int)
0:? 'd1' ( global int)
0:? 'e2' ( global int)
0:? 'f' ( global int)
0:? 'g' ( global int)
0:? 'h3' ( global int)
0:? 'i4' ( global 4-element array of int)
0:? 'j' ( global int)
0:? 'k5' ( global 5-element array of int)
0:? 'm6' ( global 6-element array of int)
0:? 'm7' ( global 7-element array of int)
0:? 'n8' ( global 8-element array of int)
0:? 'p' ( global int)
0:? 'ii4' ( global 4-element array of int)
0:? 'ij' ( global int)
0:? 'ik5' ( global 5-element array of int)
0:? 'im2' ( global 2-element array of int)
0:? 'im3' ( global 3-element array of int)
0:? 'in8' ( global 4-element array of int)
0:? 'ip' ( global int)
0:? 'cii4' ( const 4-element array of int)
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:? 'cij' ( temp int)
0:? 'cik5' ( const 5-element array of int)
0:? 5 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:? 9 (const int)
0:? 'cim2' ( const 2-element array of int)
0:? 10 (const int)
0:? 11 (const int)
0:? 'cim3' ( const 3-element array of int)
0:? 12 (const int)
0:? 13 (const int)
0:? 14 (const int)
0:? 'cin8' ( const 4-element array of int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:? 24 (const int)
0:? 'cip' ( temp int)
0:? 'uii4' ( uniform 4-element array of int)
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:? 'uij' ( uniform int)
0:? 'uik5' ( uniform 5-element array of int)
0:? 5 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:? 9 (const int)
0:? 'uim2' ( uniform 2-element array of int)
0:? 10 (const int)
0:? 11 (const int)
0:? 'uim3' ( uniform 3-element array of int)
0:? 12 (const int)
0:? 13 (const int)
0:? 14 (const int)
0:? 'uin8' ( uniform 4-element array of int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:? 24 (const int)
0:? 'uip' ( uniform int)
0:? 'gl_vi4' ( global 4-element array of int)
0:? 'gl_vj' ( global int)
0:? 'gl_vk5' ( global 5-element array of int)
0:? 'gl_vm2' ( global 2-element array of int)
0:? 'gl_vm3' ( global 3-element array of int)
0:? 'gl_vn8' ( global 4-element array of int)
0:? 'gl_vp' ( global int)
0:? 'foob__vi4' ( global 4-element array of int)
0:? 'foob__vj' ( global int)
0:? 'foob__vk5' ( global 5-element array of int)
0:? '__foobvm2' ( global 2-element array of int)
0:? '__foobvm3' ( global 3-element array of int)
0:? 'foob__vn8' ( global 4-element array of int)
0:? 'foob__vp' ( global int)

View File

@ -1,285 +0,0 @@
deepRvalue.frag
Shader version: 120
0:? Sequence
0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:5 'v1' ( global 4-component vector of float)
0:5 Constant:
0:5 2.000000
0:5 3.000000
0:5 5.000000
0:5 7.000000
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'v2' ( global 4-component vector of float)
0:6 Constant:
0:6 11.000000
0:6 13.000000
0:6 17.000000
0:6 19.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'v3' ( global 4-component vector of float)
0:7 Constant:
0:7 23.000000
0:7 29.000000
0:7 31.000000
0:7 37.000000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'v4' ( global 4-component vector of float)
0:8 Constant:
0:8 41.000000
0:8 43.000000
0:8 47.000000
0:8 53.000000
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:18 Sequence
0:18 Sequence
0:18 move second child to first child ( temp 4X4 matrix of float)
0:18 'm' ( temp 4X4 matrix of float)
0:18 Construct mat4 ( temp 4X4 matrix of float)
0:18 'v1' ( global 4-component vector of float)
0:18 'v2' ( global 4-component vector of float)
0:18 'v3' ( global 4-component vector of float)
0:18 'v4' ( global 4-component vector of float)
0:20 Sequence
0:20 move second child to first child ( temp 4X4 matrix of float)
0:20 'mm' ( temp 4X4 matrix of float)
0:20 component-wise multiply ( global 4X4 matrix of float)
0:20 'm' ( temp 4X4 matrix of float)
0:20 'm' ( temp 4X4 matrix of float)
0:21 Sequence
0:21 move second child to first child ( temp float)
0:21 'f' ( temp float)
0:21 direct index ( temp float)
0:21 direct index ( temp 4-component vector of float)
0:21 'mm' ( temp 4X4 matrix of float)
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'g' ( temp float)
0:24 direct index ( temp float)
0:24 direct index ( temp 4-component vector of float)
0:24 component-wise multiply ( global 4X4 matrix of float)
0:24 'm' ( temp 4X4 matrix of float)
0:24 'm' ( temp 4X4 matrix of float)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 1 (const int)
0:26 Sequence
0:26 move second child to first child ( temp float)
0:26 'h' ( temp float)
0:26 Constant:
0:26 5.000000
0:28 Sequence
0:28 move second child to first child ( temp float)
0:28 'i' ( temp float)
0:28 direct index ( temp float)
0:28 texture ( global 4-component vector of float)
0:28 'sampler' ( uniform sampler2D)
0:28 Constant:
0:28 0.500000
0:28 0.500000
0:28 Constant:
0:28 1 (const int)
0:30 add second child into first child ( temp float)
0:30 'i' ( temp float)
0:30 direct index ( temp float)
0:30 Test condition and select ( temp 4-component vector of float)
0:30 Condition
0:30 Compare Greater Than ( temp bool)
0:30 'i' ( temp float)
0:30 Constant:
0:30 0.100000
0:30 true case
0:30 'v1' ( global 4-component vector of float)
0:30 false case
0:30 'v2' ( global 4-component vector of float)
0:30 Constant:
0:30 3 (const int)
0:33 add second child into first child ( temp float)
0:33 'i' ( temp float)
0:33 direct index ( temp float)
0:33 direct index ( temp 2-component vector of float)
0:33 b: direct index for structure ( global 3-element array of 2-component vector of float)
0:33 move second child to first child ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c})
0:33 't' ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c})
0:33 Constant:
0:33 1 (const int)
0:33 2.000000
0:33 3.000000
0:33 4.000000
0:33 5.000000
0:33 6.000000
0:33 7.000000
0:33 true (const bool)
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:35 Construct vec4 ( temp 4-component vector of float)
0:35 'f' ( temp float)
0:35 'g' ( temp float)
0:35 'h' ( temp float)
0:35 'i' ( temp float)
0:? Linker Objects
0:? 'sampler' ( uniform sampler2D)
0:? 'v1' ( global 4-component vector of float)
0:? 'v2' ( global 4-component vector of float)
0:? 'v3' ( global 4-component vector of float)
0:? 'v4' ( global 4-component vector of float)
Linked fragment stage:
Shader version: 120
0:? Sequence
0:5 Sequence
0:5 move second child to first child ( temp 4-component vector of float)
0:5 'v1' ( global 4-component vector of float)
0:5 Constant:
0:5 2.000000
0:5 3.000000
0:5 5.000000
0:5 7.000000
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'v2' ( global 4-component vector of float)
0:6 Constant:
0:6 11.000000
0:6 13.000000
0:6 17.000000
0:6 19.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'v3' ( global 4-component vector of float)
0:7 Constant:
0:7 23.000000
0:7 29.000000
0:7 31.000000
0:7 37.000000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'v4' ( global 4-component vector of float)
0:8 Constant:
0:8 41.000000
0:8 43.000000
0:8 47.000000
0:8 53.000000
0:16 Function Definition: main( ( global void)
0:16 Function Parameters:
0:18 Sequence
0:18 Sequence
0:18 move second child to first child ( temp 4X4 matrix of float)
0:18 'm' ( temp 4X4 matrix of float)
0:18 Construct mat4 ( temp 4X4 matrix of float)
0:18 'v1' ( global 4-component vector of float)
0:18 'v2' ( global 4-component vector of float)
0:18 'v3' ( global 4-component vector of float)
0:18 'v4' ( global 4-component vector of float)
0:20 Sequence
0:20 move second child to first child ( temp 4X4 matrix of float)
0:20 'mm' ( temp 4X4 matrix of float)
0:20 component-wise multiply ( global 4X4 matrix of float)
0:20 'm' ( temp 4X4 matrix of float)
0:20 'm' ( temp 4X4 matrix of float)
0:21 Sequence
0:21 move second child to first child ( temp float)
0:21 'f' ( temp float)
0:21 direct index ( temp float)
0:21 direct index ( temp 4-component vector of float)
0:21 'mm' ( temp 4X4 matrix of float)
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'g' ( temp float)
0:24 direct index ( temp float)
0:24 direct index ( temp 4-component vector of float)
0:24 component-wise multiply ( global 4X4 matrix of float)
0:24 'm' ( temp 4X4 matrix of float)
0:24 'm' ( temp 4X4 matrix of float)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 1 (const int)
0:26 Sequence
0:26 move second child to first child ( temp float)
0:26 'h' ( temp float)
0:26 Constant:
0:26 5.000000
0:28 Sequence
0:28 move second child to first child ( temp float)
0:28 'i' ( temp float)
0:28 direct index ( temp float)
0:28 texture ( global 4-component vector of float)
0:28 'sampler' ( uniform sampler2D)
0:28 Constant:
0:28 0.500000
0:28 0.500000
0:28 Constant:
0:28 1 (const int)
0:30 add second child into first child ( temp float)
0:30 'i' ( temp float)
0:30 direct index ( temp float)
0:30 Test condition and select ( temp 4-component vector of float)
0:30 Condition
0:30 Compare Greater Than ( temp bool)
0:30 'i' ( temp float)
0:30 Constant:
0:30 0.100000
0:30 true case
0:30 'v1' ( global 4-component vector of float)
0:30 false case
0:30 'v2' ( global 4-component vector of float)
0:30 Constant:
0:30 3 (const int)
0:33 add second child into first child ( temp float)
0:33 'i' ( temp float)
0:33 direct index ( temp float)
0:33 direct index ( temp 2-component vector of float)
0:33 b: direct index for structure ( global 3-element array of 2-component vector of float)
0:33 move second child to first child ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c})
0:33 't' ( temp structure{ global int a, global 3-element array of 2-component vector of float b, global bool c})
0:33 Constant:
0:33 1 (const int)
0:33 2.000000
0:33 3.000000
0:33 4.000000
0:33 5.000000
0:33 6.000000
0:33 7.000000
0:33 true (const bool)
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:35 move second child to first child ( temp 4-component vector of float)
0:35 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:35 Construct vec4 ( temp 4-component vector of float)
0:35 'f' ( temp float)
0:35 'g' ( temp float)
0:35 'h' ( temp float)
0:35 'i' ( temp float)
0:? Linker Objects
0:? 'sampler' ( uniform sampler2D)
0:? 'v1' ( global 4-component vector of float)
0:? 'v2' ( global 4-component vector of float)
0:? 'v3' ( global 4-component vector of float)
0:? 'v4' ( global 4-component vector of float)

View File

@ -1,38 +0,0 @@
depthOut.frag
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
Shader version: 130
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:8 'Depth' ( smooth in float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:9 'Color' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' ( smooth in 4-component vector of float)
0:? 'Depth' ( smooth in float)
Linked fragment stage:
Shader version: 130
0:? Sequence
0:6 Function Definition: main( ( global void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child ( temp float)
0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:8 'Depth' ( smooth in float)
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:9 'Color' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' ( smooth in 4-component vector of float)
0:? 'Depth' ( smooth in float)

View File

@ -1,239 +0,0 @@
discard-dce.frag
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child ( temp float)
0:14 'radius' ( temp float)
0:14 sqrt ( global float)
0:14 add ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'x' ( temp float)
0:14 'x' ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'y' ( temp float)
0:14 'y' ( temp float)
0:15 Test condition and select ( temp void)
0:15 Condition
0:15 Compare Greater Than ( temp bool)
0:15 'radius' ( temp float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select ( temp void)
0:16 Condition
0:16 Compare Greater Than ( temp bool)
0:16 'radius' ( temp float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment ( temp 4-component vector of float)
0:17 'color' ( temp 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:20 'color' ( temp 4-component vector of float)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Greater Than ( temp bool)
0:22 'radius' ( temp float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment ( temp 4-component vector of float)
0:23 'color' ( temp 4-component vector of float)
0:26 Branch: Kill
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Compare Greater Than or Equal ( temp bool)
0:30 'radius' ( temp float)
0:30 Constant:
0:30 0.750000
0:30 true case
0:31 subtract second child into first child ( temp 4-component vector of float)
0:31 'color' ( temp 4-component vector of float)
0:31 Absolute value ( global float)
0:31 divide ( temp float)
0:31 pow ( global float)
0:31 'radius' ( temp float)
0:31 Constant:
0:31 16.000000
0:31 Constant:
0:31 2.000000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:33 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( ( global void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child ( temp 4-component vector of float)
0:6 'white' ( temp 4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child ( temp 4-component vector of float)
0:7 'black' ( temp 4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child ( temp 4-component vector of float)
0:8 'color' ( temp 4-component vector of float)
0:8 'white' ( temp 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp float)
0:11 'x' ( temp float)
0:11 subtract ( temp float)
0:11 component-wise multiply ( temp float)
0:11 direct index ( temp float)
0:11 'tex_coord' ( smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child ( temp float)
0:12 'y' ( temp float)
0:12 subtract ( temp float)
0:12 component-wise multiply ( temp float)
0:12 direct index ( temp float)
0:12 'tex_coord' ( smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child ( temp float)
0:14 'radius' ( temp float)
0:14 sqrt ( global float)
0:14 add ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'x' ( temp float)
0:14 'x' ( temp float)
0:14 component-wise multiply ( temp float)
0:14 'y' ( temp float)
0:14 'y' ( temp float)
0:15 Test condition and select ( temp void)
0:15 Condition
0:15 Compare Greater Than ( temp bool)
0:15 'radius' ( temp float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select ( temp void)
0:16 Condition
0:16 Compare Greater Than ( temp bool)
0:16 'radius' ( temp float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment ( temp 4-component vector of float)
0:17 'color' ( temp 4-component vector of float)
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:20 'color' ( temp 4-component vector of float)
0:22 Test condition and select ( temp void)
0:22 Condition
0:22 Compare Greater Than ( temp bool)
0:22 'radius' ( temp float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment ( temp 4-component vector of float)
0:23 'color' ( temp 4-component vector of float)
0:26 Branch: Kill
0:30 Test condition and select ( temp void)
0:30 Condition
0:30 Compare Greater Than or Equal ( temp bool)
0:30 'radius' ( temp float)
0:30 Constant:
0:30 0.750000
0:30 true case
0:31 subtract second child into first child ( temp 4-component vector of float)
0:31 'color' ( temp 4-component vector of float)
0:31 Absolute value ( global float)
0:31 divide ( temp float)
0:31 pow ( global float)
0:31 'radius' ( temp float)
0:31 Constant:
0:31 16.000000
0:31 Constant:
0:31 2.000000
0:33 move second child to first child ( temp 4-component vector of float)
0:33 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:33 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' ( smooth in 2-component vector of float)

View File

@ -1,65 +0,0 @@
doWhileLoop.frag
Shader version: 110
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'color' ( temp 4-component vector of float)
0:9 'BaseColor' ( smooth in 4-component vector of float)
0:13 Loop with condition not tested first
0:13 Loop Condition
0:13 Compare Less Than ( temp bool)
0:13 direct index ( temp float)
0:13 'color' ( temp 4-component vector of float)
0:13 Constant:
0:13 0 (const int)
0:13 'd' ( uniform float)
0:13 Loop Body
0:12 Sequence
0:12 add second child into first child ( temp 4-component vector of float)
0:12 'color' ( temp 4-component vector of float)
0:12 'bigColor' ( uniform 4-component vector of float)
0:15 move second child to first child ( temp 4-component vector of float)
0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:15 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'd' ( uniform float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'color' ( temp 4-component vector of float)
0:9 'BaseColor' ( smooth in 4-component vector of float)
0:13 Loop with condition not tested first
0:13 Loop Condition
0:13 Compare Less Than ( temp bool)
0:13 direct index ( temp float)
0:13 'color' ( temp 4-component vector of float)
0:13 Constant:
0:13 0 (const int)
0:13 'd' ( uniform float)
0:13 Loop Body
0:12 Sequence
0:12 add second child into first child ( temp 4-component vector of float)
0:12 'color' ( temp 4-component vector of float)
0:12 'bigColor' ( uniform 4-component vector of float)
0:15 move second child to first child ( temp 4-component vector of float)
0:15 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:15 'color' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'd' ( uniform float)

View File

@ -1,257 +0,0 @@
earlyReturnDiscard.frag
Shader version: 110
0:? Sequence
0:19 Function Definition: main( ( global void)
0:19 Function Parameters:
0:21 Sequence
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of float)
0:21 'color' ( temp 4-component vector of float)
0:21 'BaseColor' ( smooth in 4-component vector of float)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'color2' ( temp 4-component vector of float)
0:24 'otherColor' ( uniform 4-component vector of float)
0:26 Test condition and select ( temp void)
0:26 Condition
0:26 Compare Greater Than ( temp bool)
0:26 'c' ( smooth in float)
0:26 'd' ( uniform float)
0:26 true case
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'color' ( temp 4-component vector of float)
0:27 'bigColor' ( uniform 4-component vector of float)
0:26 false case
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'color' ( temp 4-component vector of float)
0:29 'smallColor' ( uniform 4-component vector of float)
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Less Than ( temp bool)
0:31 direct index ( temp float)
0:31 'color' ( temp 4-component vector of float)
0:31 Constant:
0:31 2 (const int)
0:31 'minimum' ( uniform float)
0:31 true case
0:32 Branch: Return
0:34 Post-Increment ( temp float)
0:34 direct index ( temp float)
0:34 'color' ( temp 4-component vector of float)
0:34 Constant:
0:34 2 (const int)
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Greater Than ( temp bool)
0:36 direct index ( temp float)
0:36 'color' ( temp 4-component vector of float)
0:36 Constant:
0:36 2 (const int)
0:36 'threshhold' ( uniform float)
0:36 true case
0:37 Branch: Kill
0:39 Post-Increment ( temp 4-component vector of float)
0:39 'color' ( temp 4-component vector of float)
0:42 Test condition and select ( temp void)
0:42 Condition
0:42 Compare Greater Than ( temp bool)
0:42 direct index ( temp float)
0:42 'color' ( temp 4-component vector of float)
0:42 Constant:
0:42 3 (const int)
0:42 'threshhold2' ( uniform float)
0:42 true case
0:43 Sequence
0:43 Test condition and select ( temp void)
0:43 Condition
0:43 Compare Greater Than ( temp bool)
0:43 direct index ( temp float)
0:43 'color' ( temp 4-component vector of float)
0:43 Constant:
0:43 2 (const int)
0:43 'threshhold2' ( uniform float)
0:43 true case
0:44 Branch: Return
0:43 false case
0:45 Test condition and select ( temp void)
0:45 Condition
0:45 'b' ( uniform bool)
0:45 true case
0:46 Post-Increment ( temp float)
0:46 direct index ( temp float)
0:46 'color' ( temp 4-component vector of float)
0:46 Constant:
0:46 2 (const int)
0:45 false case
0:48 Sequence
0:48 Test condition and select ( temp void)
0:48 Condition
0:48 Compare Less Than ( temp bool)
0:48 direct index ( temp float)
0:48 'color' ( temp 4-component vector of float)
0:48 Constant:
0:48 0 (const int)
0:48 'minimum' ( uniform float)
0:48 true case
0:49 Sequence
0:49 Branch: Kill
0:48 false case
0:51 Sequence
0:51 Post-Increment ( temp 4-component vector of float)
0:51 'color' ( temp 4-component vector of float)
0:42 false case
0:55 Sequence
0:55 Test condition and select ( temp void)
0:55 Condition
0:55 'b' ( uniform bool)
0:55 true case
0:56 Branch: Kill
0:55 false case
0:58 Branch: Return
0:101 move second child to first child ( temp 4-component vector of float)
0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:101 component-wise multiply ( temp 4-component vector of float)
0:101 'color' ( temp 4-component vector of float)
0:101 'color2' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'd' ( uniform float)
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'smallColor' ( uniform 4-component vector of float)
0:? 'otherColor' ( uniform 4-component vector of float)
0:? 'c' ( smooth in float)
0:? 'threshhold' ( uniform float)
0:? 'threshhold2' ( uniform float)
0:? 'threshhold3' ( uniform float)
0:? 'minimum' ( uniform float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'b' ( uniform bool)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:19 Function Definition: main( ( global void)
0:19 Function Parameters:
0:21 Sequence
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of float)
0:21 'color' ( temp 4-component vector of float)
0:21 'BaseColor' ( smooth in 4-component vector of float)
0:24 move second child to first child ( temp 4-component vector of float)
0:24 'color2' ( temp 4-component vector of float)
0:24 'otherColor' ( uniform 4-component vector of float)
0:26 Test condition and select ( temp void)
0:26 Condition
0:26 Compare Greater Than ( temp bool)
0:26 'c' ( smooth in float)
0:26 'd' ( uniform float)
0:26 true case
0:27 add second child into first child ( temp 4-component vector of float)
0:27 'color' ( temp 4-component vector of float)
0:27 'bigColor' ( uniform 4-component vector of float)
0:26 false case
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'color' ( temp 4-component vector of float)
0:29 'smallColor' ( uniform 4-component vector of float)
0:31 Test condition and select ( temp void)
0:31 Condition
0:31 Compare Less Than ( temp bool)
0:31 direct index ( temp float)
0:31 'color' ( temp 4-component vector of float)
0:31 Constant:
0:31 2 (const int)
0:31 'minimum' ( uniform float)
0:31 true case
0:32 Branch: Return
0:34 Post-Increment ( temp float)
0:34 direct index ( temp float)
0:34 'color' ( temp 4-component vector of float)
0:34 Constant:
0:34 2 (const int)
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 Compare Greater Than ( temp bool)
0:36 direct index ( temp float)
0:36 'color' ( temp 4-component vector of float)
0:36 Constant:
0:36 2 (const int)
0:36 'threshhold' ( uniform float)
0:36 true case
0:37 Branch: Kill
0:39 Post-Increment ( temp 4-component vector of float)
0:39 'color' ( temp 4-component vector of float)
0:42 Test condition and select ( temp void)
0:42 Condition
0:42 Compare Greater Than ( temp bool)
0:42 direct index ( temp float)
0:42 'color' ( temp 4-component vector of float)
0:42 Constant:
0:42 3 (const int)
0:42 'threshhold2' ( uniform float)
0:42 true case
0:43 Sequence
0:43 Test condition and select ( temp void)
0:43 Condition
0:43 Compare Greater Than ( temp bool)
0:43 direct index ( temp float)
0:43 'color' ( temp 4-component vector of float)
0:43 Constant:
0:43 2 (const int)
0:43 'threshhold2' ( uniform float)
0:43 true case
0:44 Branch: Return
0:43 false case
0:45 Test condition and select ( temp void)
0:45 Condition
0:45 'b' ( uniform bool)
0:45 true case
0:46 Post-Increment ( temp float)
0:46 direct index ( temp float)
0:46 'color' ( temp 4-component vector of float)
0:46 Constant:
0:46 2 (const int)
0:45 false case
0:48 Sequence
0:48 Test condition and select ( temp void)
0:48 Condition
0:48 Compare Less Than ( temp bool)
0:48 direct index ( temp float)
0:48 'color' ( temp 4-component vector of float)
0:48 Constant:
0:48 0 (const int)
0:48 'minimum' ( uniform float)
0:48 true case
0:49 Sequence
0:49 Branch: Kill
0:48 false case
0:51 Sequence
0:51 Post-Increment ( temp 4-component vector of float)
0:51 'color' ( temp 4-component vector of float)
0:42 false case
0:55 Sequence
0:55 Test condition and select ( temp void)
0:55 Condition
0:55 'b' ( uniform bool)
0:55 true case
0:56 Branch: Kill
0:55 false case
0:58 Branch: Return
0:101 move second child to first child ( temp 4-component vector of float)
0:101 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:101 component-wise multiply ( temp 4-component vector of float)
0:101 'color' ( temp 4-component vector of float)
0:101 'color2' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'd' ( uniform float)
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'smallColor' ( uniform 4-component vector of float)
0:? 'otherColor' ( uniform 4-component vector of float)
0:? 'c' ( smooth in float)
0:? 'threshhold' ( uniform float)
0:? 'threshhold2' ( uniform float)
0:? 'threshhold3' ( uniform float)
0:? 'minimum' ( uniform float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'b' ( uniform bool)

View File

@ -1,27 +0,0 @@
es-link1.frag
Shader version: 100
0:? Sequence
0:5 Function Definition: main( ( global void)
0:5 Function Parameters:
0:7 Sequence
0:7 move second child to first child ( temp mediump 4-component vector of float)
0:7 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor)
0:7 Function Call: calculateColor( ( global mediump 4-component vector of float)
0:? Linker Objects
es-link2.frag
Shader version: 100
0:? Sequence
0:5 Function Definition: calculateColor( ( global mediump 4-component vector of float)
0:5 Function Parameters:
0:7 Sequence
0:7 Branch: Return with expression
0:7 vector-scale ( temp mediump 4-component vector of float)
0:7 'varyingColor' ( smooth in mediump 4-component vector of float)
0:7 Constant:
0:7 0.500000
0:? Linker Objects
0:? 'varyingColor' ( smooth in mediump 4-component vector of float)
ERROR: Cannot attach multiple ES shaders of the same type to a single program

View File

@ -1,81 +0,0 @@
flowControl.frag
Shader version: 120
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'color' ( temp 4-component vector of float)
0:12 'BaseColor' ( smooth in 4-component vector of float)
0:15 move second child to first child ( temp 4-component vector of float)
0:15 'color2' ( temp 4-component vector of float)
0:15 'otherColor' ( uniform 4-component vector of float)
0:17 Test condition and select ( temp void)
0:17 Condition
0:17 Compare Greater Than ( temp bool)
0:17 'c' ( smooth in float)
0:17 'd' ( uniform float)
0:17 true case
0:18 add second child into first child ( temp 4-component vector of float)
0:18 'color' ( temp 4-component vector of float)
0:18 'bigColor' ( uniform 4-component vector of float)
0:17 false case
0:20 add second child into first child ( temp 4-component vector of float)
0:20 'color' ( temp 4-component vector of float)
0:20 'smallColor' ( uniform 4-component vector of float)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:22 component-wise multiply ( temp 4-component vector of float)
0:22 'color' ( temp 4-component vector of float)
0:22 'color2' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'd' ( uniform float)
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'smallColor' ( uniform 4-component vector of float)
0:? 'otherColor' ( uniform 4-component vector of float)
0:? 'c' ( smooth in float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
Linked fragment stage:
Shader version: 120
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'color' ( temp 4-component vector of float)
0:12 'BaseColor' ( smooth in 4-component vector of float)
0:15 move second child to first child ( temp 4-component vector of float)
0:15 'color2' ( temp 4-component vector of float)
0:15 'otherColor' ( uniform 4-component vector of float)
0:17 Test condition and select ( temp void)
0:17 Condition
0:17 Compare Greater Than ( temp bool)
0:17 'c' ( smooth in float)
0:17 'd' ( uniform float)
0:17 true case
0:18 add second child into first child ( temp 4-component vector of float)
0:18 'color' ( temp 4-component vector of float)
0:18 'bigColor' ( uniform 4-component vector of float)
0:17 false case
0:20 add second child into first child ( temp 4-component vector of float)
0:20 'color' ( temp 4-component vector of float)
0:20 'smallColor' ( uniform 4-component vector of float)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:22 component-wise multiply ( temp 4-component vector of float)
0:22 'color' ( temp 4-component vector of float)
0:22 'color2' ( temp 4-component vector of float)
0:? Linker Objects
0:? 'd' ( uniform float)
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'smallColor' ( uniform 4-component vector of float)
0:? 'otherColor' ( uniform 4-component vector of float)
0:? 'c' ( smooth in float)
0:? 'BaseColor' ( smooth in 4-component vector of float)

View File

@ -1,361 +0,0 @@
forLoop.frag
Shader version: 130
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'color' ( temp 4-component vector of float)
0:12 'BaseColor' ( smooth in 4-component vector of float)
0:14 Sequence
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'i' ( temp int)
0:14 Constant:
0:14 0 (const int)
0:14 Loop with condition tested first
0:14 Loop Condition
0:14 Compare Less Than ( temp bool)
0:14 'i' ( temp int)
0:14 'Count' ( uniform int)
0:14 Loop Body
0:15 Sequence
0:15 add second child into first child ( temp 4-component vector of float)
0:15 'color' ( temp 4-component vector of float)
0:15 'bigColor' ( uniform 4-component vector of float)
0:14 Loop Terminal Expression
0:14 Pre-Increment ( temp int)
0:14 'i' ( temp int)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:18 'color' ( temp 4-component vector of float)
0:20 Sequence
0:20 move second child to first child ( temp float)
0:20 'sum' ( temp float)
0:20 Constant:
0:20 0.000000
0:21 Sequence
0:21 Sequence
0:21 move second child to first child ( temp int)
0:21 'i' ( temp int)
0:21 Constant:
0:21 0 (const int)
0:21 Loop with condition tested first
0:21 Loop Condition
0:21 Compare Less Than ( temp bool)
0:21 'i' ( temp int)
0:21 Constant:
0:21 4 (const int)
0:21 Loop Body
0:22 add second child into first child ( temp float)
0:22 'sum' ( temp float)
0:22 Convert uint to float ( temp float)
0:22 indirect index ( temp uint)
0:22 'v4' ( uniform 4-component vector of uint)
0:22 'i' ( temp int)
0:21 Loop Terminal Expression
0:21 Pre-Increment ( temp int)
0:21 'i' ( temp int)
0:26 Sequence
0:26 Sequence
0:26 move second child to first child ( temp int)
0:26 'i' ( temp int)
0:26 Constant:
0:26 0 (const int)
0:26 Loop with condition tested first
0:26 Loop Condition
0:26 Compare Less Than ( temp bool)
0:26 'i' ( temp int)
0:26 Constant:
0:26 4 (const int)
0:26 Loop Body
0:27 move second child to first child ( temp float)
0:27 indirect index ( temp float)
0:27 'tv4' ( temp 4-component vector of float)
0:27 'i' ( temp int)
0:27 Convert uint to float ( temp float)
0:27 component-wise multiply ( temp uint)
0:27 indirect index ( temp uint)
0:27 'v4' ( uniform 4-component vector of uint)
0:27 'i' ( temp int)
0:27 Constant:
0:27 4 (const uint)
0:26 Loop Terminal Expression
0:26 Pre-Increment ( temp int)
0:26 'i' ( temp int)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:29 add ( temp 4-component vector of float)
0:29 Construct vec4 ( temp 4-component vector of float)
0:29 'sum' ( temp float)
0:29 'tv4' ( temp 4-component vector of float)
0:32 move second child to first child ( temp 3-component vector of float)
0:32 vector swizzle ( temp 3-component vector of float)
0:32 'r' ( temp 4-component vector of float)
0:32 Sequence
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 2 (const int)
0:32 vector swizzle ( temp 3-component vector of float)
0:32 'BaseColor' ( smooth in 4-component vector of float)
0:32 Sequence
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 2 (const int)
0:34 Sequence
0:34 Sequence
0:34 move second child to first child ( temp int)
0:34 'i' ( temp int)
0:34 Constant:
0:34 0 (const int)
0:34 Loop with condition tested first
0:34 Loop Condition
0:34 Compare Less Than ( temp bool)
0:34 'i' ( temp int)
0:34 'Count' ( uniform int)
0:34 Loop Body
0:35 move second child to first child ( temp float)
0:35 direct index ( temp float)
0:35 'r' ( temp 4-component vector of float)
0:35 Constant:
0:35 3 (const int)
0:35 'f' ( smooth in float)
0:34 Loop Terminal Expression
0:34 Pre-Increment ( temp int)
0:34 'i' ( temp int)
0:37 add second child into first child ( temp 3-component vector of float)
0:37 vector swizzle ( temp 3-component vector of float)
0:37 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:37 Sequence
0:37 Constant:
0:37 0 (const int)
0:37 Constant:
0:37 1 (const int)
0:37 Constant:
0:37 2 (const int)
0:37 vector swizzle ( temp 3-component vector of float)
0:37 'r' ( temp 4-component vector of float)
0:37 Sequence
0:37 Constant:
0:37 0 (const int)
0:37 Constant:
0:37 1 (const int)
0:37 Constant:
0:37 2 (const int)
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp int)
0:39 'i' ( temp int)
0:39 Constant:
0:39 0 (const int)
0:39 Loop with condition tested first
0:39 Loop Condition
0:39 Compare Less Than ( temp bool)
0:39 'i' ( temp int)
0:39 Constant:
0:39 16 (const int)
0:39 Loop Body
0:40 vector scale second child into first child ( temp 4-component vector of float)
0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:40 'f' ( smooth in float)
0:39 Loop Terminal Expression
0:39 add second child into first child ( temp int)
0:39 'i' ( temp int)
0:39 Constant:
0:39 4 (const int)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'f' ( smooth in float)
0:? 'Count' ( uniform int)
0:? 'v4' ( uniform 4-component vector of uint)
Linked fragment stage:
Shader version: 130
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'color' ( temp 4-component vector of float)
0:12 'BaseColor' ( smooth in 4-component vector of float)
0:14 Sequence
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'i' ( temp int)
0:14 Constant:
0:14 0 (const int)
0:14 Loop with condition tested first
0:14 Loop Condition
0:14 Compare Less Than ( temp bool)
0:14 'i' ( temp int)
0:14 'Count' ( uniform int)
0:14 Loop Body
0:15 Sequence
0:15 add second child into first child ( temp 4-component vector of float)
0:15 'color' ( temp 4-component vector of float)
0:15 'bigColor' ( uniform 4-component vector of float)
0:14 Loop Terminal Expression
0:14 Pre-Increment ( temp int)
0:14 'i' ( temp int)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:18 'color' ( temp 4-component vector of float)
0:20 Sequence
0:20 move second child to first child ( temp float)
0:20 'sum' ( temp float)
0:20 Constant:
0:20 0.000000
0:21 Sequence
0:21 Sequence
0:21 move second child to first child ( temp int)
0:21 'i' ( temp int)
0:21 Constant:
0:21 0 (const int)
0:21 Loop with condition tested first
0:21 Loop Condition
0:21 Compare Less Than ( temp bool)
0:21 'i' ( temp int)
0:21 Constant:
0:21 4 (const int)
0:21 Loop Body
0:22 add second child into first child ( temp float)
0:22 'sum' ( temp float)
0:22 Convert uint to float ( temp float)
0:22 indirect index ( temp uint)
0:22 'v4' ( uniform 4-component vector of uint)
0:22 'i' ( temp int)
0:21 Loop Terminal Expression
0:21 Pre-Increment ( temp int)
0:21 'i' ( temp int)
0:26 Sequence
0:26 Sequence
0:26 move second child to first child ( temp int)
0:26 'i' ( temp int)
0:26 Constant:
0:26 0 (const int)
0:26 Loop with condition tested first
0:26 Loop Condition
0:26 Compare Less Than ( temp bool)
0:26 'i' ( temp int)
0:26 Constant:
0:26 4 (const int)
0:26 Loop Body
0:27 move second child to first child ( temp float)
0:27 indirect index ( temp float)
0:27 'tv4' ( temp 4-component vector of float)
0:27 'i' ( temp int)
0:27 Convert uint to float ( temp float)
0:27 component-wise multiply ( temp uint)
0:27 indirect index ( temp uint)
0:27 'v4' ( uniform 4-component vector of uint)
0:27 'i' ( temp int)
0:27 Constant:
0:27 4 (const uint)
0:26 Loop Terminal Expression
0:26 Pre-Increment ( temp int)
0:26 'i' ( temp int)
0:29 add second child into first child ( temp 4-component vector of float)
0:29 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:29 add ( temp 4-component vector of float)
0:29 Construct vec4 ( temp 4-component vector of float)
0:29 'sum' ( temp float)
0:29 'tv4' ( temp 4-component vector of float)
0:32 move second child to first child ( temp 3-component vector of float)
0:32 vector swizzle ( temp 3-component vector of float)
0:32 'r' ( temp 4-component vector of float)
0:32 Sequence
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 2 (const int)
0:32 vector swizzle ( temp 3-component vector of float)
0:32 'BaseColor' ( smooth in 4-component vector of float)
0:32 Sequence
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 2 (const int)
0:34 Sequence
0:34 Sequence
0:34 move second child to first child ( temp int)
0:34 'i' ( temp int)
0:34 Constant:
0:34 0 (const int)
0:34 Loop with condition tested first
0:34 Loop Condition
0:34 Compare Less Than ( temp bool)
0:34 'i' ( temp int)
0:34 'Count' ( uniform int)
0:34 Loop Body
0:35 move second child to first child ( temp float)
0:35 direct index ( temp float)
0:35 'r' ( temp 4-component vector of float)
0:35 Constant:
0:35 3 (const int)
0:35 'f' ( smooth in float)
0:34 Loop Terminal Expression
0:34 Pre-Increment ( temp int)
0:34 'i' ( temp int)
0:37 add second child into first child ( temp 3-component vector of float)
0:37 vector swizzle ( temp 3-component vector of float)
0:37 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:37 Sequence
0:37 Constant:
0:37 0 (const int)
0:37 Constant:
0:37 1 (const int)
0:37 Constant:
0:37 2 (const int)
0:37 vector swizzle ( temp 3-component vector of float)
0:37 'r' ( temp 4-component vector of float)
0:37 Sequence
0:37 Constant:
0:37 0 (const int)
0:37 Constant:
0:37 1 (const int)
0:37 Constant:
0:37 2 (const int)
0:39 Sequence
0:39 Sequence
0:39 move second child to first child ( temp int)
0:39 'i' ( temp int)
0:39 Constant:
0:39 0 (const int)
0:39 Loop with condition tested first
0:39 Loop Condition
0:39 Compare Less Than ( temp bool)
0:39 'i' ( temp int)
0:39 Constant:
0:39 16 (const int)
0:39 Loop Body
0:40 vector scale second child into first child ( temp 4-component vector of float)
0:40 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:40 'f' ( smooth in float)
0:39 Loop Terminal Expression
0:39 add second child into first child ( temp int)
0:39 'i' ( temp int)
0:39 Constant:
0:39 4 (const int)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'f' ( smooth in float)
0:? 'Count' ( uniform int)
0:? 'v4' ( uniform 4-component vector of uint)

View File

@ -1,125 +0,0 @@
forwardRef.frag
Shader version: 110
0:? Sequence
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'color' ( temp 4-component vector of float)
0:13 Construct vec4 ( temp 4-component vector of float)
0:13 Function Call: foo(vf4; ( global float)
0:13 'BaseColor' ( smooth in 4-component vector of float)
0:15 Function Call: bar( ( global void)
0:16 Sequence
0:16 move second child to first child ( temp float)
0:16 'f' ( temp float)
0:16 Function Call: unreachableReturn( ( global float)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:18 vector-scale ( temp 4-component vector of float)
0:18 'color' ( temp 4-component vector of float)
0:18 'f' ( temp float)
0:21 Function Definition: bar( ( global void)
0:21 Function Parameters:
0:25 Function Definition: unreachableReturn( ( global float)
0:25 Function Parameters:
0:27 Sequence
0:27 Function Call: bar( ( global void)
0:28 Test condition and select ( temp void)
0:28 Condition
0:28 Compare Less Than ( temp bool)
0:28 'd' ( uniform float)
0:28 Constant:
0:28 4.200000
0:28 true case
0:29 Branch: Return with expression
0:29 Constant:
0:29 1.200000
0:28 false case
0:31 Branch: Return with expression
0:31 Constant:
0:31 4.500000
0:34 Function Definition: foo(vf4; ( global float)
0:34 Function Parameters:
0:34 'bar' ( in 4-component vector of float)
0:36 Sequence
0:36 Branch: Return with expression
0:36 add ( temp float)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 0 (const int)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 1 (const int)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'd' ( uniform float)
Linked fragment stage:
Shader version: 110
0:? Sequence
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'color' ( temp 4-component vector of float)
0:13 Construct vec4 ( temp 4-component vector of float)
0:13 Function Call: foo(vf4; ( global float)
0:13 'BaseColor' ( smooth in 4-component vector of float)
0:15 Function Call: bar( ( global void)
0:16 Sequence
0:16 move second child to first child ( temp float)
0:16 'f' ( temp float)
0:16 Function Call: unreachableReturn( ( global float)
0:18 move second child to first child ( temp 4-component vector of float)
0:18 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:18 vector-scale ( temp 4-component vector of float)
0:18 'color' ( temp 4-component vector of float)
0:18 'f' ( temp float)
0:21 Function Definition: bar( ( global void)
0:21 Function Parameters:
0:25 Function Definition: unreachableReturn( ( global float)
0:25 Function Parameters:
0:27 Sequence
0:27 Function Call: bar( ( global void)
0:28 Test condition and select ( temp void)
0:28 Condition
0:28 Compare Less Than ( temp bool)
0:28 'd' ( uniform float)
0:28 Constant:
0:28 4.200000
0:28 true case
0:29 Branch: Return with expression
0:29 Constant:
0:29 1.200000
0:28 false case
0:31 Branch: Return with expression
0:31 Constant:
0:31 4.500000
0:34 Function Definition: foo(vf4; ( global float)
0:34 Function Parameters:
0:34 'bar' ( in 4-component vector of float)
0:36 Sequence
0:36 Branch: Return with expression
0:36 add ( temp float)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 0 (const int)
0:36 direct index ( temp float)
0:36 'bar' ( in 4-component vector of float)
0:36 Constant:
0:36 1 (const int)
0:? Linker Objects
0:? 'bigColor' ( uniform 4-component vector of float)
0:? 'BaseColor' ( smooth in 4-component vector of float)
0:? 'd' ( uniform float)

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