glslang/Test/baseResults/420.tesc.out
John Kessenich 1c3ab274b1 Test Results Only: Include size in implicitly sized arrays (change to unsized).
This effects 60 tests, in a trivial way, but is critical to factor out this
noise from future planned changes.
2018-03-25 14:05:38 -06:00

195 lines
10 KiB
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420.tesc
ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out
ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a
ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb
ERROR: 0:26: 'gl_PointSize' : no such field in structure
ERROR: 0:26: 'assign' : cannot convert from ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}'
ERROR: 0:29: 'out' : type must be an array: outf
ERROR: 0:43: 'vertices' : must be greater than 0
ERROR: 7 compilation errors. No code generated.
Shader version: 420
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'p' ( temp 4-component vector of float)
0:17 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:17 Constant:
0:17 1 (const int)
0:17 Constant:
0:17 0 (const int)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'ps' ( temp float)
0:18 gl_PointSize: direct index for structure ( in float PointSize)
0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 1 (const int)
0:18 Constant:
0:18 1 (const int)
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'cd' ( temp float)
0:19 direct index ( temp float ClipDistance)
0:19 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 2 (const int)
0:19 Constant:
0:19 2 (const int)
0:21 Sequence
0:21 move second child to first child ( temp int)
0:21 'pvi' ( temp int)
0:21 'gl_PatchVerticesIn' ( in int PatchVertices)
0:22 Sequence
0:22 move second child to first child ( temp int)
0:22 'pid' ( temp int)
0:22 'gl_PrimitiveID' ( in int PrimitiveID)
0:23 Sequence
0:23 move second child to first child ( temp int)
0:23 'iid' ( temp int)
0:23 'gl_InvocationID' ( in int InvocationID)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:25 'gl_InvocationID' ( in int InvocationID)
0:25 Constant:
0:25 0 (const int)
0:25 'p' ( temp 4-component vector of float)
0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:26 'gl_InvocationID' ( in int InvocationID)
0:34 Function Definition: foo( ( global void)
0:34 Function Parameters:
0:36 Sequence
0:36 Test condition and select ( temp void)
0:36 Condition
0:36 logical-or ( temp bool)
0:36 Compare Not Equal ( temp bool)
0:36 Constant:
0:36 -0.625000
0:36 -0.500000
0:36 -0.375000
0:36 -0.250000
0:36 -0.375000
0:36 -0.250000
0:36 -0.125000
0:36 0.000000
0:36 direct index (layout( location=0) temp 2X4 matrix of double)
0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
0:36 Constant:
0:36 0 (const int)
0:37 Compare Not Equal ( temp bool)
0:37 Constant:
0:37 0.375000
0:37 0.500000
0:37 0.625000
0:37 0.750000
0:37 0.625000
0:37 0.750000
0:37 0.875000
0:37 -0.625000
0:37 direct index (layout( location=12) temp 2X4 matrix of double)
0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
0:37 Constant:
0:37 0 (const int)
0:36 true case is null
0:? Linker Objects
0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:? 'a' ( out 3-element array of int)
0:? 'outb' ( out 5-element array of int)
0:? 'outc' ( out 4-element array of int)
0:? 'outf' ( out float)
0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
Linked tessellation control stage:
Shader version: 420
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child ( temp 4-component vector of float)
0:17 'p' ( temp 4-component vector of float)
0:17 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:17 Constant:
0:17 1 (const int)
0:17 Constant:
0:17 0 (const int)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'ps' ( temp float)
0:18 gl_PointSize: direct index for structure ( in float PointSize)
0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:18 Constant:
0:18 1 (const int)
0:18 Constant:
0:18 1 (const int)
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'cd' ( temp float)
0:19 direct index ( temp float ClipDistance)
0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 2 (const int)
0:19 Constant:
0:19 2 (const int)
0:21 Sequence
0:21 move second child to first child ( temp int)
0:21 'pvi' ( temp int)
0:21 'gl_PatchVerticesIn' ( in int PatchVertices)
0:22 Sequence
0:22 move second child to first child ( temp int)
0:22 'pid' ( temp int)
0:22 'gl_PrimitiveID' ( in int PrimitiveID)
0:23 Sequence
0:23 move second child to first child ( temp int)
0:23 'iid' ( temp int)
0:23 'gl_InvocationID' ( in int InvocationID)
0:25 move second child to first child ( temp 4-component vector of float)
0:25 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:25 'gl_InvocationID' ( in int InvocationID)
0:25 Constant:
0:25 0 (const int)
0:25 'p' ( temp 4-component vector of float)
0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:26 'gl_InvocationID' ( in int InvocationID)
0:? Linker Objects
0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
0:? 'a' ( out 3-element array of int)
0:? 'outb' ( out 5-element array of int)
0:? 'outc' ( out 4-element array of int)
0:? 'outf' ( out float)
0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)