glslang/Test/baseResults/130.vert.out
John Kessenich d485e0b710 PP: Implement token pasting for PP identifiers.
Implement token pasting as per the C++ specification, within the current
style of the PP code.
Non-identifiers (turning 12 ## 10 into the numeral 1210) is not yet covered;
they should be a simple incremental change built on this one.
Addresses issue #255.
2016-12-19 09:19:43 -07:00

287 lines
13 KiB
Plaintext

130.vert
ERROR: 0:59: 'gl_InstanceID' : undeclared identifier
ERROR: 0:59: '=' : cannot convert from 'temp float' to 'temp int'
ERROR: 0:61: 'texelFetch' : no matching overloaded function found
ERROR: 0:61: 'assign' : cannot convert from 'const float' to 'temp int'
ERROR: 4 compilation errors. No code generated.
Shader version: 130
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 float)
0:17 'f' (temp float)
0:17 Constant:
0:17 3.000000
0:18 switch
0:18 condition
0:18 'c' (uniform int)
0:18 body
0:18 Sequence
0:19 case: with expression
0:19 Constant:
0:19 1 (const int)
0:? Sequence
0:20 move second child to first child (temp float)
0:20 'f' (temp float)
0:20 sine (global float)
0:20 'f' (temp float)
0:21 Branch: Break
0:22 case: with expression
0:22 Constant:
0:22 2 (const int)
0:? Sequence
0:23 move second child to first child (temp float)
0:23 'f' (temp float)
0:23 component-wise multiply (temp float)
0:23 'f' (temp float)
0:23 'f' (temp float)
0:24 default:
0:? Sequence
0:25 move second child to first child (temp float)
0:25 'f' (temp float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child (temp uint)
0:29 'i' (temp uint)
0:29 direct index (temp uint)
0:29 texture (global 4-component vector of uint)
0:29 'us2D' (uniform usampler2D)
0:29 Convert int to float (temp 2-component vector of float)
0:29 'x' (in 2-component vector of int)
0:29 Constant:
0:29 3 (const int)
0:30 inclusive-or (temp uint)
0:30 left-shift (temp uint)
0:30 'i' (temp uint)
0:30 Constant:
0:30 3 (const uint)
0:30 Constant:
0:30 69 (const uint)
0:33 Sequence
0:33 move second child to first child (temp 3-component vector of float)
0:33 'v11' (temp 3-component vector of float)
0:33 modf (global 3-component vector of float)
0:33 'modfIn' (temp 3-component vector of float)
0:33 'modfOut' (temp 3-component vector of float)
0:34 Sequence
0:34 move second child to first child (temp float)
0:34 't' (temp float)
0:34 trunc (global float)
0:34 'f' (temp float)
0:35 Sequence
0:35 move second child to first child (temp 2-component vector of float)
0:35 'v12' (temp 2-component vector of float)
0:35 round (global 2-component vector of float)
0:35 'v2a' (in 2-component vector of float)
0:36 Sequence
0:36 move second child to first child (temp 2-component vector of float)
0:36 'v13' (temp 2-component vector of float)
0:36 roundEven (global 2-component vector of float)
0:36 'v2a' (in 2-component vector of float)
0:37 Sequence
0:37 move second child to first child (temp 2-component vector of bool)
0:37 'b10' (temp 2-component vector of bool)
0:37 isnan (global 2-component vector of bool)
0:37 'v2a' (in 2-component vector of float)
0:38 Sequence
0:38 move second child to first child (temp 4-component vector of bool)
0:38 'b11' (temp 4-component vector of bool)
0:38 isinf (global 4-component vector of bool)
0:38 'v4' (uniform 4-component vector of float)
0:40 add (temp 2-component vector of float)
0:40 hyp. sine (global float)
0:40 'c1D' (in float)
0:41 vector-scale (temp 2-component vector of float)
0:41 hyp. cosine (global float)
0:41 'c1D' (in float)
0:41 hyp. tangent (global 2-component vector of float)
0:41 'c2D' (in 2-component vector of float)
0:42 add (temp 4-component vector of float)
0:42 arc hyp. sine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:42 arc hyp. cosine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:43 arc hyp. tangent (global 3-component vector of float)
0:43 'c3D' (in 3-component vector of float)
0:45 Sequence
0:45 move second child to first child (temp int)
0:45 'id' (temp int)
0:45 'gl_VertexID' (gl_VertexId int VertexId)
0:46 move second child to first child (temp float)
0:46 direct index (smooth temp float ClipDistance)
0:46 'gl_ClipDistance' (smooth out implicitly-sized array of float ClipDistance)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:57 Function Definition: foo88( (global void)
0:57 Function Parameters:
0:? Sequence
0:61 'id' (temp int)
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:64 'gl_Color' (in 4-component vector of float Color)
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})
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})
0:65 Constant:
0:65 0 (const int)
0:66 far: direct index for structure (global float)
0:66 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})
0:66 Constant:
0:66 1 (const int)
0:67 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord)
0:68 'gl_FogFragCoord' (smooth out float FogFragCoord)
0:69 'gl_FrontColor' (smooth out 4-component vector of float FrontColor)
0:? Linker Objects
0:? 'c' (uniform int)
0:? 'us2D' (uniform usampler2D)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'c1D' (in float)
0:? 'c2D' (in 2-component vector of float)
0:? 'c3D' (in 3-component vector of float)
0:? 'c4D' (smooth temp 4-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'gl_ClipDistance' (smooth out implicitly-sized array of float ClipDistance)
0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord)
0:? 'abcdef' (global int)
0:? 'qrstuv' (global int)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
Linked vertex stage:
ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred)
Shader version: 130
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 float)
0:17 'f' (temp float)
0:17 Constant:
0:17 3.000000
0:18 switch
0:18 condition
0:18 'c' (uniform int)
0:18 body
0:18 Sequence
0:19 case: with expression
0:19 Constant:
0:19 1 (const int)
0:? Sequence
0:20 move second child to first child (temp float)
0:20 'f' (temp float)
0:20 sine (global float)
0:20 'f' (temp float)
0:21 Branch: Break
0:22 case: with expression
0:22 Constant:
0:22 2 (const int)
0:? Sequence
0:23 move second child to first child (temp float)
0:23 'f' (temp float)
0:23 component-wise multiply (temp float)
0:23 'f' (temp float)
0:23 'f' (temp float)
0:24 default:
0:? Sequence
0:25 move second child to first child (temp float)
0:25 'f' (temp float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child (temp uint)
0:29 'i' (temp uint)
0:29 direct index (temp uint)
0:29 texture (global 4-component vector of uint)
0:29 'us2D' (uniform usampler2D)
0:29 Convert int to float (temp 2-component vector of float)
0:29 'x' (in 2-component vector of int)
0:29 Constant:
0:29 3 (const int)
0:30 inclusive-or (temp uint)
0:30 left-shift (temp uint)
0:30 'i' (temp uint)
0:30 Constant:
0:30 3 (const uint)
0:30 Constant:
0:30 69 (const uint)
0:33 Sequence
0:33 move second child to first child (temp 3-component vector of float)
0:33 'v11' (temp 3-component vector of float)
0:33 modf (global 3-component vector of float)
0:33 'modfIn' (temp 3-component vector of float)
0:33 'modfOut' (temp 3-component vector of float)
0:34 Sequence
0:34 move second child to first child (temp float)
0:34 't' (temp float)
0:34 trunc (global float)
0:34 'f' (temp float)
0:35 Sequence
0:35 move second child to first child (temp 2-component vector of float)
0:35 'v12' (temp 2-component vector of float)
0:35 round (global 2-component vector of float)
0:35 'v2a' (in 2-component vector of float)
0:36 Sequence
0:36 move second child to first child (temp 2-component vector of float)
0:36 'v13' (temp 2-component vector of float)
0:36 roundEven (global 2-component vector of float)
0:36 'v2a' (in 2-component vector of float)
0:37 Sequence
0:37 move second child to first child (temp 2-component vector of bool)
0:37 'b10' (temp 2-component vector of bool)
0:37 isnan (global 2-component vector of bool)
0:37 'v2a' (in 2-component vector of float)
0:38 Sequence
0:38 move second child to first child (temp 4-component vector of bool)
0:38 'b11' (temp 4-component vector of bool)
0:38 isinf (global 4-component vector of bool)
0:38 'v4' (uniform 4-component vector of float)
0:40 add (temp 2-component vector of float)
0:40 hyp. sine (global float)
0:40 'c1D' (in float)
0:41 vector-scale (temp 2-component vector of float)
0:41 hyp. cosine (global float)
0:41 'c1D' (in float)
0:41 hyp. tangent (global 2-component vector of float)
0:41 'c2D' (in 2-component vector of float)
0:42 add (temp 4-component vector of float)
0:42 arc hyp. sine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:42 arc hyp. cosine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:43 arc hyp. tangent (global 3-component vector of float)
0:43 'c3D' (in 3-component vector of float)
0:45 Sequence
0:45 move second child to first child (temp int)
0:45 'id' (temp int)
0:45 'gl_VertexID' (gl_VertexId int VertexId)
0:46 move second child to first child (temp float)
0:46 direct index (smooth temp float ClipDistance)
0:46 'gl_ClipDistance' (smooth out 2-element array of float ClipDistance)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:? Linker Objects
0:? 'c' (uniform int)
0:? 'us2D' (uniform usampler2D)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'c1D' (in float)
0:? 'c2D' (in 2-component vector of float)
0:? 'c3D' (in 3-component vector of float)
0:? 'c4D' (smooth temp 4-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'gl_ClipDistance' (smooth out 2-element array of float ClipDistance)
0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float TexCoord)
0:? 'abcdef' (global int)
0:? 'qrstuv' (global int)
0:? 'gl_VertexID' (gl_VertexId int VertexId)