mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-19 17:26:39 +00:00
71c100d7c0
Makes some white-space differences in most output, plus a few cases where more could have been put out but was cut short by the previous fix-sized buffer.
287 lines
13 KiB
Plaintext
287 lines
13 KiB
Plaintext
130.vert
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ERROR: 0:59: 'gl_InstanceID' : undeclared identifier
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ERROR: 0:59: '=' : cannot convert from ' temp float' to ' temp int'
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ERROR: 0:61: 'texelFetch' : no matching overloaded function found
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ERROR: 0:61: 'assign' : cannot convert from ' const float' to ' temp int'
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ERROR: 4 compilation errors. No code generated.
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Shader version: 130
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ERROR: node is still EOpNull!
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0:15 Function Definition: main( ( global void)
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0:15 Function Parameters:
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0:17 Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp float)
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0:17 'f' ( temp float)
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0:17 Constant:
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0:17 3.000000
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0:18 switch
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0:18 condition
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0:18 'c' ( uniform int)
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0:18 body
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0:18 Sequence
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0:19 case: with expression
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0:19 Constant:
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0:19 1 (const int)
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0:? Sequence
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0:20 move second child to first child ( temp float)
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0:20 'f' ( temp float)
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0:20 sine ( global float)
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0:20 'f' ( temp float)
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0:21 Branch: Break
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0:22 case: with expression
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0:22 Constant:
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0:22 2 (const int)
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0:? Sequence
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0:23 move second child to first child ( temp float)
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0:23 'f' ( temp float)
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0:23 component-wise multiply ( temp float)
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0:23 'f' ( temp float)
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0:23 'f' ( temp float)
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0:24 default:
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0:? Sequence
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0:25 move second child to first child ( temp float)
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0:25 'f' ( temp float)
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0:25 Constant:
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0:25 3.000000
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0:29 move second child to first child ( temp uint)
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0:29 'i' ( temp uint)
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0:29 direct index ( temp uint)
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0:29 texture ( global 4-component vector of uint)
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0:29 'us2D' ( uniform usampler2D)
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0:29 Convert int to float ( temp 2-component vector of float)
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0:29 'x' ( in 2-component vector of int)
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0:29 Constant:
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0:29 3 (const int)
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0:30 inclusive-or ( temp uint)
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0:30 left-shift ( temp uint)
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0:30 'i' ( temp uint)
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0:30 Constant:
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0:30 3 (const uint)
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0:30 Constant:
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0:30 69 (const uint)
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0:33 Sequence
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0:33 move second child to first child ( temp 3-component vector of float)
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0:33 'v11' ( temp 3-component vector of float)
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0:33 modf ( global 3-component vector of float)
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0:33 'modfIn' ( temp 3-component vector of float)
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0:33 'modfOut' ( temp 3-component vector of float)
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0:34 Sequence
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0:34 move second child to first child ( temp float)
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0:34 't' ( temp float)
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0:34 trunc ( global float)
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0:34 'f' ( temp float)
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0:35 Sequence
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0:35 move second child to first child ( temp 2-component vector of float)
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0:35 'v12' ( temp 2-component vector of float)
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0:35 round ( global 2-component vector of float)
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0:35 'v2a' ( in 2-component vector of float)
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0:36 Sequence
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0:36 move second child to first child ( temp 2-component vector of float)
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0:36 'v13' ( temp 2-component vector of float)
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0:36 roundEven ( global 2-component vector of float)
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0:36 'v2a' ( in 2-component vector of float)
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0:37 Sequence
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0:37 move second child to first child ( temp 2-component vector of bool)
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0:37 'b10' ( temp 2-component vector of bool)
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0:37 isnan ( global 2-component vector of bool)
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0:37 'v2a' ( in 2-component vector of float)
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0:38 Sequence
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0:38 move second child to first child ( temp 4-component vector of bool)
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0:38 'b11' ( temp 4-component vector of bool)
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0:38 isinf ( global 4-component vector of bool)
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0:38 'v4' ( uniform 4-component vector of float)
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0:40 add ( temp 2-component vector of float)
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0:40 hyp. sine ( global float)
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0:40 'c1D' ( in float)
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0:41 vector-scale ( temp 2-component vector of float)
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0:41 hyp. cosine ( global float)
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0:41 'c1D' ( in float)
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0:41 hyp. tangent ( global 2-component vector of float)
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0:41 'c2D' ( in 2-component vector of float)
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0:42 add ( temp 4-component vector of float)
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0:42 arc hyp. sine ( global 4-component vector of float)
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0:42 'c4D' ( smooth temp 4-component vector of float)
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0:42 arc hyp. cosine ( global 4-component vector of float)
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0:42 'c4D' ( smooth temp 4-component vector of float)
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0:43 arc hyp. tangent ( global 3-component vector of float)
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0:43 'c3D' ( in 3-component vector of float)
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0:45 Sequence
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0:45 move second child to first child ( temp int)
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0:45 'id' ( temp int)
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0:45 'gl_VertexID' ( gl_VertexId int VertexId)
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0:46 move second child to first child ( temp float)
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0:46 direct index ( smooth temp float ClipDistance)
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0:46 'gl_ClipDistance' ( smooth out implicitly-sized array of float ClipDistance)
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0:46 Constant:
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0:46 1 (const int)
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0:46 Constant:
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0:46 0.300000
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0:57 Function Definition: foo88( ( global void)
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0:57 Function Parameters:
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0:? Sequence
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0:61 'id' ( temp int)
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0:63 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
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0:64 'gl_Color' ( in 4-component vector of float Color)
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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})
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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})
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0:65 Constant:
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0:65 0 (const int)
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0:66 far: direct index for structure ( global float)
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0:66 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff})
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0:66 Constant:
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0:66 1 (const int)
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0:67 'gl_TexCoord' ( smooth out implicitly-sized array of 4-component vector of float TexCoord)
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0:68 'gl_FogFragCoord' ( smooth out float FogFragCoord)
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0:69 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor)
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0:? Linker Objects
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0:? 'c' ( uniform int)
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0:? 'us2D' ( uniform usampler2D)
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0:? 'x' ( in 2-component vector of int)
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0:? 'v2a' ( in 2-component vector of float)
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0:? 'c1D' ( in float)
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0:? 'c2D' ( in 2-component vector of float)
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0:? 'c3D' ( in 3-component vector of float)
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0:? 'c4D' ( smooth temp 4-component vector of float)
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0:? 'v4' ( uniform 4-component vector of float)
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0:? 'gl_ClipDistance' ( smooth out implicitly-sized array of float ClipDistance)
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0:? 'gl_TexCoord' ( smooth out implicitly-sized array of 4-component vector of float TexCoord)
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0:? 'abcdef' ( global int)
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0:? 'qrstuv' ( global int)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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Linked vertex stage:
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ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred)
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Shader version: 130
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ERROR: node is still EOpNull!
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0:15 Function Definition: main( ( global void)
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0:15 Function Parameters:
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0:17 Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp float)
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0:17 'f' ( temp float)
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0:17 Constant:
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0:17 3.000000
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0:18 switch
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0:18 condition
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0:18 'c' ( uniform int)
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0:18 body
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0:18 Sequence
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0:19 case: with expression
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0:19 Constant:
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0:19 1 (const int)
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0:? Sequence
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0:20 move second child to first child ( temp float)
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0:20 'f' ( temp float)
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0:20 sine ( global float)
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0:20 'f' ( temp float)
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0:21 Branch: Break
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0:22 case: with expression
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0:22 Constant:
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0:22 2 (const int)
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0:? Sequence
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0:23 move second child to first child ( temp float)
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0:23 'f' ( temp float)
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0:23 component-wise multiply ( temp float)
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0:23 'f' ( temp float)
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0:23 'f' ( temp float)
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0:24 default:
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0:? Sequence
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0:25 move second child to first child ( temp float)
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0:25 'f' ( temp float)
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0:25 Constant:
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0:25 3.000000
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0:29 move second child to first child ( temp uint)
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0:29 'i' ( temp uint)
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0:29 direct index ( temp uint)
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0:29 texture ( global 4-component vector of uint)
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0:29 'us2D' ( uniform usampler2D)
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0:29 Convert int to float ( temp 2-component vector of float)
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0:29 'x' ( in 2-component vector of int)
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0:29 Constant:
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0:29 3 (const int)
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0:30 inclusive-or ( temp uint)
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0:30 left-shift ( temp uint)
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0:30 'i' ( temp uint)
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0:30 Constant:
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0:30 3 (const uint)
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0:30 Constant:
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0:30 69 (const uint)
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0:33 Sequence
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0:33 move second child to first child ( temp 3-component vector of float)
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0:33 'v11' ( temp 3-component vector of float)
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0:33 modf ( global 3-component vector of float)
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0:33 'modfIn' ( temp 3-component vector of float)
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0:33 'modfOut' ( temp 3-component vector of float)
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0:34 Sequence
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0:34 move second child to first child ( temp float)
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0:34 't' ( temp float)
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0:34 trunc ( global float)
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0:34 'f' ( temp float)
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0:35 Sequence
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0:35 move second child to first child ( temp 2-component vector of float)
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0:35 'v12' ( temp 2-component vector of float)
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0:35 round ( global 2-component vector of float)
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0:35 'v2a' ( in 2-component vector of float)
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0:36 Sequence
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0:36 move second child to first child ( temp 2-component vector of float)
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0:36 'v13' ( temp 2-component vector of float)
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0:36 roundEven ( global 2-component vector of float)
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0:36 'v2a' ( in 2-component vector of float)
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0:37 Sequence
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0:37 move second child to first child ( temp 2-component vector of bool)
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0:37 'b10' ( temp 2-component vector of bool)
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0:37 isnan ( global 2-component vector of bool)
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0:37 'v2a' ( in 2-component vector of float)
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0:38 Sequence
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0:38 move second child to first child ( temp 4-component vector of bool)
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0:38 'b11' ( temp 4-component vector of bool)
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0:38 isinf ( global 4-component vector of bool)
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0:38 'v4' ( uniform 4-component vector of float)
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0:40 add ( temp 2-component vector of float)
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0:40 hyp. sine ( global float)
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0:40 'c1D' ( in float)
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0:41 vector-scale ( temp 2-component vector of float)
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0:41 hyp. cosine ( global float)
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0:41 'c1D' ( in float)
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0:41 hyp. tangent ( global 2-component vector of float)
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0:41 'c2D' ( in 2-component vector of float)
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0:42 add ( temp 4-component vector of float)
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0:42 arc hyp. sine ( global 4-component vector of float)
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0:42 'c4D' ( smooth temp 4-component vector of float)
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0:42 arc hyp. cosine ( global 4-component vector of float)
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0:42 'c4D' ( smooth temp 4-component vector of float)
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0:43 arc hyp. tangent ( global 3-component vector of float)
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0:43 'c3D' ( in 3-component vector of float)
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0:45 Sequence
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0:45 move second child to first child ( temp int)
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0:45 'id' ( temp int)
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0:45 'gl_VertexID' ( gl_VertexId int VertexId)
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0:46 move second child to first child ( temp float)
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0:46 direct index ( smooth temp float ClipDistance)
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0:46 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance)
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0:46 Constant:
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0:46 1 (const int)
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0:46 Constant:
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0:46 0.300000
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0:? Linker Objects
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0:? 'c' ( uniform int)
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0:? 'us2D' ( uniform usampler2D)
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0:? 'x' ( in 2-component vector of int)
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0:? 'v2a' ( in 2-component vector of float)
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0:? 'c1D' ( in float)
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0:? 'c2D' ( in 2-component vector of float)
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0:? 'c3D' ( in 3-component vector of float)
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0:? 'c4D' ( smooth temp 4-component vector of float)
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0:? 'v4' ( uniform 4-component vector of float)
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0:? 'gl_ClipDistance' ( smooth out 2-element array of float ClipDistance)
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0:? 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord)
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0:? 'abcdef' ( global int)
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0:? 'qrstuv' ( global int)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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