mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-19 17:26:39 +00:00
7cbfdf4394
- print out block member types when printing a block (makes all test results change) - const versions of all intermediate.h type-identification methods - layoutSlotLocation -> layoutLocation git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24664 e7fa87d3-cd2b-0410-9028-fcbf551c1848
399 lines
18 KiB
Plaintext
399 lines
18 KiB
Plaintext
120.frag
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ERROR: 0:9: 'in for stage inputs' : not supported for this version or the enabled extensions
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ERROR: 0:10: 'out for stage outputs' : not supported for this version or the enabled extensions
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ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type '2-component vector of float' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
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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 '3-component vector of float' (or there is no acceptable conversion)
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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)
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ERROR: 0:57: '=' : cannot convert from 'const float' to 'int'
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ERROR: 0:58: 'assign' : cannot convert from 'bool' to 'float'
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ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'int' and a right operand of type 'bool' (or there is no acceptable conversion)
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ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'bool' and a right operand of type 'int' (or there is no acceptable conversion)
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ERROR: 0:60: 'assign' : cannot convert from 'bool' to 'float'
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ERROR: 0:61: 'assign' : cannot convert from 'int' to 'bool'
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ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'bool' and a right operand of type 'float' (or there is no acceptable conversion)
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ERROR: 0:63: 'bitwise-or assign' : not supported for this version or the enabled extensions
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ERROR: 0:63: 'assign' : cannot convert from 'bool' to 'float'
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ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type '4-component vector of float' and a right operand of type '4X4 matrix of float' (or there is no acceptable conversion)
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ERROR: 0:79: 'assign' : cannot convert from '4X4 matrix of float' to 'fragColor 4-component vector of float'
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ERROR: 0:82: 'xr' : illegal - vector component fields not from the same set
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ERROR: 0:83: 'xyxyx' : illegal vector field selection
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ERROR: 0:83: 'scalar swizzle' : not supported with this profile: none
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ERROR: 0:83: 'xy' : vector field selection out of range
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ERROR: 0:84: 'z' : vector field selection out of range
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ERROR: 0:85: 'assign' : l-value required
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ERROR: 0:91: 'int' : overloaded functions must have the same return type
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ERROR: 0:91: 'main' : function already has a body
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ERROR: 0:91: 'int' : main function cannot return a value
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ERROR: 0:92: 'main' : function cannot take any parameter(s)
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ERROR: 0:94: 'a' : variables with qualifier 'const' must be initialized
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ERROR: 0:97: 'out' : overloaded functions must have the same parameter storage qualifiers for argument 1
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ERROR: 0:99: 'return' : function return is not matching type:
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ERROR: 0:115: 'return' : void function cannot return a value
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ERROR: 0:125: 'gl_TexCoord' : redeclaration of array with size
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ERROR: 0:152: 'matrixCompMult' : no matching overloaded function found
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ERROR: 0:152: '=' : cannot convert from 'const float' to '3X2 matrix of float'
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ERROR: 0:153: 'matrixCompMult' : no matching overloaded function found
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ERROR: 0:153: '=' : cannot convert from 'const float' to '3X4 matrix of float'
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ERROR: 35 compilation errors. No code generated.
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ERROR: node is still EOpNull!
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0:21 Function Definition: main( (void)
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0:21 Function Parameters:
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child (2X3 matrix of float)
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0:23 'm23' (2X3 matrix of float)
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0:23 Construct mat2x3 (2X3 matrix of float)
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0:23 'm' (uniform 4X2 matrix of float)
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0:27 Sequence
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0:27 move second child to first child (structure{float f})
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0:27 'sv' (structure{float f})
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0:27 Construct structure (structure{float f})
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0:27 Convert int to float (float)
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0:27 'a' (int)
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0:28 Sequence
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0:28 move second child to first child (2-element array of float)
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0:28 'ia' (2-element array of float)
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0:28 Construct float (2-element array of float)
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0:28 Constant:
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0:28 3.000000
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0:28 direct index (float)
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0:28 'i' (smooth in 4-component vector of float)
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0:28 Constant:
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0:28 1 (const int)
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0:29 Sequence
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0:29 move second child to first child (float)
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0:29 'f1' (float)
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0:29 Constant:
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0:29 1.000000
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0:30 Sequence
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0:30 move second child to first child (float)
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0:30 'f' (float)
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0:30 Convert int to float (float)
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0:30 'a' (int)
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0:31 move second child to first child (float)
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0:31 'f' (float)
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0:31 Convert int to float (float)
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0:31 'a' (int)
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0:33 Sequence
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0:33 move second child to first child (3-component vector of float)
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0:33 'v3' (3-component vector of float)
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0:33 Convert int to float (3-component vector of float)
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0:33 'iv3' (3-component vector of int)
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0:34 move second child to first child (float)
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0:34 'f' (float)
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0:34 add (float)
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0:34 'f' (float)
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0:34 Convert int to float (float)
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0:34 'a' (int)
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0:35 move second child to first child (float)
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0:35 'f' (float)
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0:35 subtract (float)
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0:35 Convert int to float (float)
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0:35 'a' (int)
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0:35 'f' (float)
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0:36 add second child into first child (float)
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0:36 'f' (float)
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0:36 Convert int to float (float)
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0:36 'a' (int)
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0:37 move second child to first child (float)
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0:37 'f' (float)
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0:37 subtract (float)
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0:37 Convert int to float (float)
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0:37 'a' (int)
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0:37 'f' (float)
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0:38 multiply second child into first child (3-component vector of float)
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0:38 'v3' (3-component vector of float)
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0:38 Convert int to float (3-component vector of float)
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0:38 'iv3' (3-component vector of int)
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0:39 move second child to first child (3-component vector of float)
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0:39 'v3' (3-component vector of float)
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0:39 divide (3-component vector of float)
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0:39 Convert int to float (3-component vector of float)
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0:39 'iv3' (3-component vector of int)
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0:39 Constant:
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0:39 2.000000
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0:40 move second child to first child (3-component vector of float)
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0:40 'v3' (3-component vector of float)
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0:40 vector-scale (3-component vector of float)
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0:40 Constant:
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0:40 3.000000
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0:40 Convert int to float (3-component vector of float)
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0:40 'iv3' (3-component vector of int)
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0:41 move second child to first child (3-component vector of float)
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0:41 'v3' (3-component vector of float)
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0:41 vector-scale (3-component vector of float)
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0:41 Constant:
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0:41 2.000000
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0:41 'v3' (3-component vector of float)
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0:42 move second child to first child (3-component vector of float)
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0:42 'v3' (3-component vector of float)
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0:42 subtract (3-component vector of float)
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0:42 'v3' (3-component vector of float)
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0:42 Constant:
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0:42 2.000000
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0:43 Test condition and select (void)
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0:43 Condition
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0:47 logical-or (bool)
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0:46 logical-or (bool)
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0:45 logical-or (bool)
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0:44 logical-or (bool)
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0:43 logical-or (bool)
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0:43 Compare Less Than (bool)
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0:43 'f' (float)
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0:43 Convert int to float (float)
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0:43 'a' (int)
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0:44 Compare Less Than or Equal (bool)
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0:44 Convert int to float (float)
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0:44 'a' (int)
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0:44 'f' (float)
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0:45 Compare Greater Than (bool)
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0:45 'f' (float)
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0:45 Convert int to float (float)
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0:45 'a' (int)
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0:46 Compare Greater Than or Equal (bool)
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0:46 'f' (float)
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0:46 Convert int to float (float)
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0:46 'a' (int)
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0:47 Compare Equal (bool)
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0:47 Convert int to float (float)
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0:47 'a' (int)
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0:47 'f' (float)
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0:48 Compare Not Equal (bool)
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0:48 'f' (float)
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0:48 Convert int to float (float)
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0:48 'a' (int)
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0:43 true case is null
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0:49 move second child to first child (float)
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0:49 'f' (float)
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0:49 Test condition and select (float)
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0:49 Condition
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0:49 'b' (bool)
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0:49 true case
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0:49 Convert int to float (float)
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0:49 'a' (int)
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0:49 false case
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0:49 'f' (float)
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0:50 move second child to first child (float)
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0:50 'f' (float)
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0:50 Test condition and select (float)
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0:50 Condition
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0:50 'b' (bool)
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0:50 true case
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0:50 'f' (float)
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0:50 false case
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0:50 Convert int to float (float)
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0:50 'a' (int)
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0:51 move second child to first child (float)
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0:51 'f' (float)
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0:51 Convert int to float (float)
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0:51 Test condition and select (int)
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0:51 Condition
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0:51 'b' (bool)
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0:51 true case
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0:51 'a' (int)
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0:51 false case
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0:51 'a' (int)
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0:52 Sequence
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0:52 move second child to first child (structure{float f})
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0:52 'news' (structure{float f})
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0:52 'sv' (structure{float f})
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0:54 vector swizzle (2-component vector of float)
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0:54 'i' (smooth in 4-component vector of float)
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0:54 Sequence
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0:54 Constant:
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0:54 0 (const int)
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0:54 Constant:
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0:54 1 (const int)
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0:55 'm' (uniform 4X2 matrix of float)
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0:56 'm' (uniform 4X2 matrix of float)
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0:58 'f' (float)
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0:59 move second child to first child (float)
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0:59 'f' (float)
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0:59 Convert int to float (float)
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0:59 'a' (int)
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0:60 'f' (float)
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0:61 'b' (bool)
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0:62 move second child to first child (bool)
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0:62 'b' (bool)
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0:62 'b' (bool)
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0:63 'f' (float)
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0:65 move second child to first child (4-component vector of float)
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0:65 'gl_FragColor' (fragColor 4-component vector of float)
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0:65 Function Call: texture2D(s21;vf2; (4-component vector of float)
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0:65 's2D' (uniform sampler2D)
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0:65 'centTexCoord' (centroid smooth in 2-component vector of float)
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0:? Sequence
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0:79 'gl_FragColor' (fragColor 4-component vector of float)
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0:82 direct index (float)
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0:82 'gl_FragColor' (fragColor 4-component vector of float)
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0:82 Constant:
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0:82 0 (const int)
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0:83 direct index (float)
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0:83 'gl_FragColor' (fragColor 4-component vector of float)
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0:83 Constant:
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0:83 0 (const int)
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0:84 direct index (float)
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0:84 'centTexCoord' (centroid smooth in 2-component vector of float)
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0:84 Constant:
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0:84 0 (const int)
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0:85 move second child to first child (bool)
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0:85 Comma (bool)
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0:85 'a' (int)
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0:85 'b' (bool)
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0:85 Constant:
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0:85 true (const bool)
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0:91 Function Definition: main( (int)
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0:91 Function Parameters:
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0:92 Function Definition: main(i1; (void)
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0:92 Function Parameters:
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0:92 'a' (in int)
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0:97 Function Definition: foo(f1; (int)
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0:97 Function Parameters:
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0:97 'a' (out float)
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0:99 Sequence
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0:99 Branch: Return with expression
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0:99 Constant:
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0:99 3.200000
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0:100 Function Call: foo(f1; (int)
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0:100 'a' (out float)
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0:103 Function Definition: gen(vf3; (bool)
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0:103 Function Parameters:
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0:103 'v' (in 3-component vector of float)
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0:105 Sequence
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0:105 Test condition and select (void)
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0:105 Condition
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0:105 logical-and (bool)
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0:105 Compare Less Than (bool)
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0:105 Absolute value (float)
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0:105 direct index (float)
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0:105 'v' (in 3-component vector of float)
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0:105 Constant:
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0:105 0 (const int)
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0:105 Constant:
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0:105 0.000100
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0:105 Compare Less Than (bool)
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0:105 Absolute value (float)
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0:105 direct index (float)
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0:105 'v' (in 3-component vector of float)
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0:105 Constant:
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0:105 1 (const int)
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0:105 Constant:
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0:105 0.000100
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0:105 true case
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0:106 Branch: Return with expression
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0:106 Constant:
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0:106 true (const bool)
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0:109 Function Definition: v1( (void)
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0:109 Function Parameters:
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0:113 Function Definition: v2( (void)
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0:113 Function Parameters:
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0:115 Sequence
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0:115 Branch: Return with expression
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0:115 Function Call: v1( (void)
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0:118 Function Definition: atest( (void)
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0:118 Function Parameters:
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0:120 Sequence
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0:120 Sequence
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0:120 move second child to first child (4-component vector of float)
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0:120 'v' (4-component vector of float)
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0:120 direct index (smooth 4-component vector of float)
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0:120 'gl_TexCoord' (smooth in unsized array of 4-component vector of float)
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0:120 Constant:
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0:120 1 (const int)
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0:121 add second child into first child (4-component vector of float)
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0:121 'v' (4-component vector of float)
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0:121 direct index (smooth 4-component vector of float)
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0:121 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)
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0:121 Constant:
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0:121 3 (const int)
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0:139 Function Definition: foo123( (void)
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0:139 Function Parameters:
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0:141 Sequence
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0:141 Sequence
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0:141 move second child to first child (2X2 matrix of float)
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0:141 'r2' (2X2 matrix of float)
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0:141 component-wise multiply (2X2 matrix of float)
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0:141 'm22' (2X2 matrix of float)
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0:141 'm22' (2X2 matrix of float)
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0:142 Sequence
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0:142 move second child to first child (3X3 matrix of float)
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0:142 'r3' (3X3 matrix of float)
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0:142 component-wise multiply (3X3 matrix of float)
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0:142 'm33' (3X3 matrix of float)
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0:142 'm33' (3X3 matrix of float)
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0:143 Sequence
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0:143 move second child to first child (4X4 matrix of float)
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0:143 'r4' (4X4 matrix of float)
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0:143 component-wise multiply (4X4 matrix of float)
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0:143 'm44' (4X4 matrix of float)
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0:143 'm44' (4X4 matrix of float)
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0:145 Sequence
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0:145 move second child to first child (2X3 matrix of float)
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0:145 'r23' (2X3 matrix of float)
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0:145 component-wise multiply (2X3 matrix of float)
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0:145 'm23' (2X3 matrix of float)
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0:145 'm23' (2X3 matrix of float)
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0:146 Sequence
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0:146 move second child to first child (2X4 matrix of float)
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0:146 'r24' (2X4 matrix of float)
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0:146 component-wise multiply (2X4 matrix of float)
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0:146 'm24' (2X4 matrix of float)
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0:146 'm24' (2X4 matrix of float)
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0:147 Sequence
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0:147 move second child to first child (3X2 matrix of float)
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0:147 'r32' (3X2 matrix of float)
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0:147 component-wise multiply (3X2 matrix of float)
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0:147 'm32' (3X2 matrix of float)
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0:147 'm32' (3X2 matrix of float)
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0:148 Sequence
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0:148 move second child to first child (3X4 matrix of float)
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0:148 'r34' (3X4 matrix of float)
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0:148 component-wise multiply (3X4 matrix of float)
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0:148 'm34' (3X4 matrix of float)
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0:148 'm34' (3X4 matrix of float)
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0:149 Sequence
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0:149 move second child to first child (4X2 matrix of float)
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0:149 'r42' (4X2 matrix of float)
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0:149 component-wise multiply (4X2 matrix of float)
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0:149 'm42' (4X2 matrix of float)
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0:149 'm42' (4X2 matrix of float)
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0:150 Sequence
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0:150 move second child to first child (4X3 matrix of float)
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0:150 'r43' (4X3 matrix of float)
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0:150 component-wise multiply (4X3 matrix of float)
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0:150 'm43' (4X3 matrix of float)
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0:150 'm43' (4X3 matrix of float)
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0:? Linker Objects
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0:? 'lowp' (float)
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0:? 'mediump' (float)
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0:? 'highp' (float)
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0:? 'precision' (float)
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0:? 'i' (smooth in 4-component vector of float)
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0:? 'o' (out 4-component vector of float)
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0:? 's2D' (uniform sampler2D)
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0:? 'centTexCoord' (centroid smooth in 2-component vector of float)
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0:? 'm' (uniform 4X2 matrix of float)
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0:? 'imageBuffer' (float)
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0:? 'uimage2DRect' (float)
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0:? 'a' (int)
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0:? 'gl_TexCoord' (smooth in 6-element array of 4-component vector of float)
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0:? 'm22' (2X2 matrix of float)
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0:? 'm23' (2X3 matrix of float)
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0:? 'm24' (2X4 matrix of float)
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0:? 'm32' (3X2 matrix of float)
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0:? 'm33' (3X3 matrix of float)
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0:? 'm34' (3X4 matrix of float)
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0:? 'm42' (4X2 matrix of float)
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0:? 'm43' (4X3 matrix of float)
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0:? 'm44' (4X4 matrix of float)
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Linked fragment stage:
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ERROR: Linking fragment stage: Recursion detected:
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foo(f1; calling foo(f1;
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