mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-23 11:19:40 +00:00
1c3ab274b1
This effects 60 tests, in a trivial way, but is critical to factor out this noise from future planned changes.
216 lines
12 KiB
Plaintext
216 lines
12 KiB
Plaintext
140.vert
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ERROR: 0:23: 'gl_Position' : identifiers starting with "gl_" are reserved
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ERROR: 0:25: 'location' : not supported for this version or the enabled extensions
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ERROR: 0:25: 'location qualifier on input' : not supported for this version or the enabled extensions
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ERROR: 0:34: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_Position
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ERROR: 0:34: 'redeclaration' : cannot change interpolation qualification of gl_Position
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ERROR: 0:35: 'redeclaration' : cannot change the type of gl_Position
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ERROR: 0:38: 'gl_ClipVertex' : cannot redeclare after use
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ERROR: 0:39: 'gl_FogFragCoord' : cannot redeclare after use
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ERROR: 0:51: 'texelFetch' : no matching overloaded function found
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ERROR: 0:53: 'texture' : no matching overloaded function found
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ERROR: 0:63: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
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ERROR: 0:64: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview
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ERROR: 12 compilation errors. No code generated.
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Shader version: 140
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Requested GL_ARB_explicit_attrib_location
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Requested GL_ARB_separate_shader_objects
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Requested GL_EXT_device_group
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Requested GL_EXT_multiview
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ERROR: node is still EOpNull!
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0:9 Function Definition: main( ( global void)
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0:9 Function Parameters:
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0:11 Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp int)
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0:11 'id' ( temp int)
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0:11 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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0:12 add second child into first child ( temp int)
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0:12 'id' ( temp int)
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0:12 anonMem: direct index for structure (layout( column_major std140 offset=0) uniform int)
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0:12 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem})
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0:12 Constant:
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0:12 0 (const uint)
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0:13 add second child into first child ( temp int)
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0:13 'id' ( temp int)
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0:13 direct index ( temp int)
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0:13 textureFetch ( global 4-component vector of int)
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0:13 'sbuf' ( uniform isamplerBuffer)
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0:13 Constant:
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0:13 8 (const int)
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0:13 Constant:
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0:13 3 (const int)
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0:14 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
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0:15 'gl_Color' ( in 4-component vector of float Color)
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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})
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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})
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0:16 Constant:
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0:16 0 (const int)
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0:17 far: direct index for structure ( global float)
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0:17 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff})
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0:17 Constant:
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0:17 1 (const int)
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0:18 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord)
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0:19 'gl_FogFragCoord' ( smooth out float FogFragCoord)
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0:20 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor)
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0:48 Function Definition: foo( ( global void)
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0:48 Function Parameters:
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0:50 Sequence
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0:50 Sequence
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0:50 move second child to first child ( temp 4-component vector of float)
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0:50 'v' ( temp 4-component vector of float)
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0:50 textureFetch ( global 4-component vector of float)
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0:50 's2dr' ( uniform sampler2DRect)
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0:50 'itloc2' ( in 2-component vector of int)
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0:51 add second child into first child ( temp 4-component vector of float)
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0:51 'v' ( temp 4-component vector of float)
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0:51 Constant:
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0:51 0.000000
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0:52 add second child into first child ( temp 4-component vector of float)
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0:52 'v' ( temp 4-component vector of float)
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0:52 texture ( global 4-component vector of float)
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0:52 's2dr' ( uniform sampler2DRect)
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0:52 'tloc2' ( in 2-component vector of float)
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0:53 add second child into first child ( temp 4-component vector of float)
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0:53 'v' ( temp 4-component vector of float)
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0:53 Constant:
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0:53 0.000000
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0:54 add second child into first child ( temp 4-component vector of float)
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0:54 'v' ( temp 4-component vector of float)
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0:54 texture ( global float)
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0:54 's2drs' ( uniform sampler2DRectShadow)
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0:54 'tloc3' ( in 3-component vector of float)
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0:55 add second child into first child ( temp 4-component vector of float)
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0:55 'v' ( temp 4-component vector of float)
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0:55 textureProj ( global 4-component vector of float)
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0:55 's2dr' ( uniform sampler2DRect)
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0:55 'tloc3' ( in 3-component vector of float)
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0:56 add second child into first child ( temp 4-component vector of float)
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0:56 'v' ( temp 4-component vector of float)
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0:56 textureProj ( global 4-component vector of float)
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0:56 's2dr' ( uniform sampler2DRect)
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0:56 'tloc4' ( in 4-component vector of float)
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0:57 add second child into first child ( temp 4-component vector of float)
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0:57 'v' ( temp 4-component vector of float)
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0:57 textureProjGradOffset ( global 4-component vector of float)
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0:57 's2dr' ( uniform sampler2DRect)
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0:57 'tloc4' ( in 4-component vector of float)
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0:57 Constant:
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0:57 0.000000
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0:57 0.000000
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0:57 Constant:
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0:57 0.000000
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0:57 0.000000
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0:57 Constant:
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0:57 1 (const int)
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0:57 2 (const int)
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0:58 add second child into first child ( temp 4-component vector of float)
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0:58 'v' ( temp 4-component vector of float)
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0:58 textureProjGradOffset ( global float)
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0:58 's2drs' ( uniform sampler2DRectShadow)
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0:58 'tloc4' ( in 4-component vector of float)
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0:58 Constant:
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0:58 0.000000
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0:58 0.000000
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0:58 Constant:
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0:58 0.000000
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0:58 0.000000
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0:58 Constant:
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0:58 1 (const int)
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0:58 2 (const int)
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0:61 Function Definition: devi( ( global void)
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0:61 Function Parameters:
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0:63 Sequence
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0:63 'gl_DeviceIndex' ( in int DeviceIndex)
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0:64 'gl_ViewIndex' ( in int ViewIndex)
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0:75 Function Definition: devie( ( global void)
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0:75 Function Parameters:
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0:77 Sequence
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0:77 'gl_DeviceIndex' ( in int DeviceIndex)
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0:78 'gl_ViewIndex' ( in int ViewIndex)
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0:? Linker Objects
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0:? 'sbuf' ( uniform isamplerBuffer)
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem})
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0:? 'gl_TexCoord' ( smooth out unsized 1-element array of 4-component vector of float TexCoord)
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0:? 'gl_Position' ( smooth out 4-component vector of float)
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0:? 'locBad' (layout( location=9) in 4-component vector of float)
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0:? 'loc' (layout( location=9) in 4-component vector of float)
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0:? 'gl_PointSize' ( gl_PointSize float PointSize)
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0:? 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
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0:? 'gl_FogFragCoord' ( smooth out float FogFragCoord)
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0:? 's2dr' ( uniform sampler2DRect)
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0:? 's2drs' ( uniform sampler2DRectShadow)
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0:? 'itloc2' ( in 2-component vector of int)
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0:? 'tloc2' ( in 2-component vector of float)
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0:? 'tloc3' ( in 3-component vector of float)
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0:? 'tloc4' ( in 4-component vector of float)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Linked vertex stage:
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Shader version: 140
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Requested GL_ARB_explicit_attrib_location
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Requested GL_ARB_separate_shader_objects
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Requested GL_EXT_device_group
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Requested GL_EXT_multiview
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ERROR: node is still EOpNull!
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0:9 Function Definition: main( ( global void)
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0:9 Function Parameters:
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0:11 Sequence
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0:11 Sequence
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0:11 move second child to first child ( temp int)
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0:11 'id' ( temp int)
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0:11 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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0:12 add second child into first child ( temp int)
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0:12 'id' ( temp int)
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0:12 anonMem: direct index for structure (layout( column_major std140 offset=0) uniform int)
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0:12 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem})
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0:12 Constant:
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0:12 0 (const uint)
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0:13 add second child into first child ( temp int)
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0:13 'id' ( temp int)
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0:13 direct index ( temp int)
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0:13 textureFetch ( global 4-component vector of int)
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0:13 'sbuf' ( uniform isamplerBuffer)
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0:13 Constant:
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0:13 8 (const int)
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0:13 Constant:
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0:13 3 (const int)
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0:14 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
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0:15 'gl_Color' ( in 4-component vector of float Color)
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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})
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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})
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0:16 Constant:
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0:16 0 (const int)
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0:17 far: direct index for structure ( global float)
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0:17 'gl_DepthRange' ( uniform structure{ global float near, global float far, global float diff})
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0:17 Constant:
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0:17 1 (const int)
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0:18 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord)
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0:19 'gl_FogFragCoord' ( smooth out float FogFragCoord)
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0:20 'gl_FrontColor' ( smooth out 4-component vector of float FrontColor)
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0:? Linker Objects
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0:? 'sbuf' ( uniform isamplerBuffer)
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform int anonMem})
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0:? 'gl_TexCoord' ( smooth out 1-element array of 4-component vector of float TexCoord)
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0:? 'gl_Position' ( smooth out 4-component vector of float)
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0:? 'locBad' (layout( location=9) in 4-component vector of float)
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0:? 'loc' (layout( location=9) in 4-component vector of float)
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0:? 'gl_PointSize' ( gl_PointSize float PointSize)
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0:? 'gl_ClipVertex' ( gl_ClipVertex 4-component vector of float ClipVertex)
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0:? 'gl_FogFragCoord' ( smooth out float FogFragCoord)
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0:? 's2dr' ( uniform sampler2DRect)
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0:? 's2drs' ( uniform sampler2DRectShadow)
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0:? 'itloc2' ( in 2-component vector of int)
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0:? 'tloc2' ( in 2-component vector of float)
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0:? 'tloc3' ( in 3-component vector of float)
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0:? 'tloc4' ( in 4-component vector of float)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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