glslang/Test/baseResults/450.tesc.out

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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})