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https://github.com/RPCS3/glslang.git
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941df35580
Vertex shaders can have pipeline inputs that are arrays, but not structure inputs. (GLSL 4.5 section 4.3.4) But the error message for struct inputs says "cannot be a structure or array". This PR removes the "or array" part. Note: The array case is handled immediately after the check for structure type. Co-authored-by: Arcady Goldmints-Orlov <arcady@lunarg.com>
149 lines
14 KiB
Plaintext
149 lines
14 KiB
Plaintext
300layout.vert
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ERROR: 0:7: 'vertex input arrays' : not supported with this profile: es
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ERROR: 0:8: 'in' : cannot be a structure
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ERROR: 0:8: 's' : A structure containing an array is not allowed as input in ES
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ERROR: 0:8: 'vertex input arrays' : not supported with this profile: es
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ERROR: 0:8: 'location' : overlapping use of location 10
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ERROR: 0:12: 'layout' : cannot specify matrix layout on a variable declaration
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ERROR: 0:12: 'layout' : cannot specify packing on a variable declaration
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ERROR: 0:19: 'badf' : member of uniform or buffer block cannot have an auxiliary or interpolation qualifier
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ERROR: 0:20: 'badg' : member storage qualifier cannot contradict block storage qualifier
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ERROR: 0:21: 'bad1' : member of block cannot have a packing layout qualifier
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ERROR: 0:22: 'bad2' : member of block cannot have a packing layout qualifier
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ERROR: 0:23: 'bad3' : member of block cannot have a packing layout qualifier
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ERROR: 0:31: 'T3' : nameless block contains a member that already has a name at global scope
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ERROR: 0:38: 'vertex output block' : not supported for this version or the enabled extensions
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ERROR: 0:42: 'location qualifier on output' : not supported in this stage: vertex
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ERROR: 0:42: 'location qualifier on output' : not supported for this version or the enabled extensions
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ERROR: 0:50: 'shared' : not supported for this version or the enabled extensions
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ERROR: 0:50: 'shared' : not supported in this stage: vertex
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ERROR: 0:54: 'layout' : cannot specify packing on a variable declaration
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ERROR: 0:57: 'location' : overlapping use of location 40
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ERROR: 20 compilation errors. No code generated.
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Shader version: 300
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ERROR: node is still EOpNull!
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0:44 Function Definition: main( ( global void)
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0:44 Function Parameters:
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0:46 Sequence
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0:46 move second child to first child ( temp highp 4-component vector of float)
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0:46 'pos' ( smooth out highp 4-component vector of float)
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0:46 vector-times-matrix ( temp highp 4-component vector of float)
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0:46 'p' (layout( location=3) in highp 4-component vector of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 M1: direct index for structure (layout( row_major std140 offset=0) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 0 (const int)
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0:46 M2: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 1 (const int)
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0:46 M4: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 1 (const uint)
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0:46 M3: direct index for structure (layout( column_major shared) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 0 (const uint)
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0:46 t2m: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 1 (const uint)
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0:47 move second child to first child ( temp highp 3-component vector of float)
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0:47 'color' ( smooth out highp 3-component vector of float)
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0:47 vector-times-matrix ( temp highp 3-component vector of float)
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0:47 'c' (layout( location=7) in highp 3-component vector of float)
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0:47 N1: direct index for structure (layout( row_major std140 offset=128) uniform highp 3X3 matrix of float)
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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})
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0:47 Constant:
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0:47 2 (const int)
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0:? Linker Objects
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0:? 'c' (layout( location=7) in highp 3-component vector of float)
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0:? 'p' (layout( location=3) in highp 4-component vector of float)
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0:? 'q' (layout( location=9) in 4-element array of highp 4-component vector of float)
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0:? 'r' (layout( location=10) in 4-element array of structure{ global highp 4-component vector of float v})
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0:? 'pos' ( smooth out highp 4-component vector of float)
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0:? 'color' ( smooth out highp 3-component vector of float)
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0:? 'badm4' (layout( column_major shared) uniform highp 4X4 matrix of float)
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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})
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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})
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0:? 'anon@2' ( out block{ out highp float f})
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0:? 'badoutA' (layout( location=10) smooth out highp 4-component vector of float)
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0:? 'compute_only' ( shared highp 4-component vector of float)
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0:? 'aoeuntaoeu' (layout( packed) uniform highp float)
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0:? 'cd' (layout( location=40) in highp float)
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0:? 'ce' (layout( location=37) in highp 4X3 matrix of float)
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0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
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Linked vertex stage:
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Shader version: 300
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ERROR: node is still EOpNull!
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0:44 Function Definition: main( ( global void)
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0:44 Function Parameters:
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0:46 Sequence
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0:46 move second child to first child ( temp highp 4-component vector of float)
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0:46 'pos' ( smooth out highp 4-component vector of float)
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0:46 vector-times-matrix ( temp highp 4-component vector of float)
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0:46 'p' (layout( location=3) in highp 4-component vector of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 add ( temp highp 4X4 matrix of float)
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0:46 M1: direct index for structure (layout( row_major std140 offset=0) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 0 (const int)
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0:46 M2: direct index for structure (layout( column_major std140 offset=64) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 1 (const int)
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0:46 M4: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 1 (const uint)
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0:46 M3: direct index for structure (layout( column_major shared) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 0 (const uint)
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0:46 t2m: direct index for structure (layout( row_major shared) uniform highp 4X4 matrix of float)
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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})
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0:46 Constant:
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0:46 1 (const uint)
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0:47 move second child to first child ( temp highp 3-component vector of float)
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0:47 'color' ( smooth out highp 3-component vector of float)
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0:47 vector-times-matrix ( temp highp 3-component vector of float)
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0:47 'c' (layout( location=7) in highp 3-component vector of float)
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0:47 N1: direct index for structure (layout( row_major std140 offset=128) uniform highp 3X3 matrix of float)
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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})
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0:47 Constant:
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0:47 2 (const int)
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0:? Linker Objects
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0:? 'c' (layout( location=7) in highp 3-component vector of float)
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0:? 'p' (layout( location=3) in highp 4-component vector of float)
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0:? 'q' (layout( location=9) in 4-element array of highp 4-component vector of float)
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0:? 'r' (layout( location=10) in 4-element array of structure{ global highp 4-component vector of float v})
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0:? 'pos' ( smooth out highp 4-component vector of float)
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0:? 'color' ( smooth out highp 3-component vector of float)
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0:? 'badm4' (layout( column_major shared) uniform highp 4X4 matrix of float)
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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})
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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})
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0:? 'anon@2' ( out block{ out highp float f})
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0:? 'badoutA' (layout( location=10) smooth out highp 4-component vector of float)
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0:? 'compute_only' ( shared highp 4-component vector of float)
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0:? 'aoeuntaoeu' (layout( packed) uniform highp float)
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0:? 'cd' (layout( location=40) in highp float)
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0:? 'ce' (layout( location=37) in highp 4X3 matrix of float)
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0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
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