mirror of
https://github.com/RPCS3/glslang.git
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195 lines
13 KiB
Plaintext
195 lines
13 KiB
Plaintext
330.frag
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ERROR: 0:27: 'block declaration' : cannot redeclare block: gl_block
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ERROR: 0:31: 'gl_name' : identifiers starting with "gl_" are reserved
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ERROR: 0:32: 'gl_i' : identifiers starting with "gl_" are reserved
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ERROR: 0:35: 'gl_in' : no declaration found for redeclaration
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ERROR: 0:39: 'gl_FragCoord' : cannot redeclare a non block as a block
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ERROR: 0:44: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:44: 'layout-id value' : cannot be negative
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ERROR: 0:45: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:46: 'layout-id value' : scalar integer expression required
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ERROR: 0:46: 'location' : location is too large
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ERROR: 0:47: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:48: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:52: 'f2' : cannot use layout qualifiers on structure members
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ERROR: 0:57: 'location on block member' : not supported for this version or the enabled extensions
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ERROR: 0:62: 'location on block member' : can only use in an in/out block
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ERROR: 0:62: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:60: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:60: 'location' : cannot apply to uniform or buffer block
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ERROR: 0:68: 'layout-id value' : cannot be negative
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ERROR: 0:69: 'layout-id value' : cannot be negative
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ERROR: 0:76: 'f2' : cannot use layout qualifiers on structure members
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ERROR: 0:91: 'location on block member' : can only use in an in/out block
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ERROR: 0:91: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:91: 'location' : overlapping use of location 3
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ERROR: 0:89: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:89: 'location' : cannot apply to uniform or buffer block
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ERROR: 0:94: 'location' : either the block needs a location, or all members need a location, or no members have a location
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ERROR: 0:108: 'A' : cannot use layout qualifiers on structure members
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ERROR: 0:119: 'location' : overlapping use of location 44
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ERROR: 0:122: 'index' : can only be used with an explicit location
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ERROR: 0:124: 'location' : overlapping use of location 0
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ERROR: 0:125: 'index' : can only be used on an output
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ERROR: 0:126: 'index' : can only be used on an output
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ERROR: 0:126: 'location/component/index' : cannot declare a default, use a full declaration
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ERROR: 0:127: 'location/component/index' : cannot declare a default, use a full declaration
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ERROR: 0:128: 'output block' : not supported in this stage: fragment
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ERROR: 0:140: 'textureQueryLod' : no matching overloaded function found
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ERROR: 0:140: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
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ERROR: 0:141: 'textureQueryLod' : no matching overloaded function found
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ERROR: 0:141: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
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ERROR: 0:152: 'index' : value must be 0 or 1
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ERROR: 41 compilation errors. No code generated.
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Shader version: 330
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Requested GL_ARB_enhanced_layouts
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Requested GL_ARB_separate_shader_objects
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ERROR: node is still EOpNull!
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:10 'varyingVar' ( smooth in 4-component vector of float)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 direct index ( temp 4-component vector of float FragData)
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0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
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0:11 Constant:
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0:11 1 (const int)
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0:11 'inVar' ( smooth in 4-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp int)
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0:12 'buffer' ( temp int)
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0:12 Constant:
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0:12 4 (const int)
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0:21 Function Definition: foo( ( global void)
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0:21 Function Parameters:
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp 4-component vector of float)
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0:23 'c' ( temp 4-component vector of float)
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0:23 gl_Color: direct index for structure ( in 4-component vector of float Color)
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0:23 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
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0:23 Constant:
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0:23 2 (const uint)
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0:24 move second child to first child ( temp 4-component vector of float)
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0:24 'outVar' (layout( location=0 index=0) out 4-component vector of float)
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0:24 'inVar' ( smooth in 4-component vector of float)
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0:133 Function Definition: qlod( ( global void)
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0:133 Function Parameters:
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0:? Sequence
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0:140 'lod' ( temp 2-component vector of float)
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0:141 'lod' ( temp 2-component vector of float)
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0:147 Function Definition: fooKeyMem( ( global void)
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0:147 Function Parameters:
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0:149 Sequence
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0:149 precise: direct index for structure ( global int)
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0:149 'KeyMem' ( global structure{ global int precise})
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0:149 Constant:
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0:149 0 (const int)
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0:? Linker Objects
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0:? 'inVar' ( smooth in 4-component vector of float)
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0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float)
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0:? 'varyingVar' ( smooth in 4-component vector of float)
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0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
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0:? 'gl_name' ( in block{ in int gl_i})
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0:? 'start' ( const int)
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0:? 6 (const int)
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0:? 'v1' ( smooth in 4-component vector of float)
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0:? 'v2' (layout( location=8) smooth in 4-component vector of float)
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0:? 'v20' ( smooth in 4-component vector of float)
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0:? 'v21' (layout( location=60) smooth in float)
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0:? 'v22' (layout( location=2) smooth in float)
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0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2})
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0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
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0:? 'v3' (layout( location=6) smooth in 4-component vector of float)
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0:? 'v4' ( smooth in 4-component vector of float)
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0:? 'v5' ( smooth in 4-component vector of float)
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0:? 'v6' (layout( location=30) smooth in 4-component vector of float)
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0:? 'v23' (layout( location=61) smooth in float)
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0:? 'v24' (layout( location=62) smooth in float)
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0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2, layout( location=26) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23) in 4-component vector of float f4, layout( location=24) in 4-component vector of float f5})
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0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
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0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2})
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0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
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0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A})
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0:? 'anon@2' ( in block{layout( location=44) in 4-component vector of float d, layout( location=45) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42) in 4-component vector of float i, layout( location=43) in 4-component vector of float j, layout( location=44) in 4-component vector of float k})
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0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float)
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0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float)
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0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a})
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0:? 'samp1D' ( uniform sampler1D)
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0:? 'samp2Ds' ( uniform sampler2DShadow)
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0:? 'precise' ( global int)
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0:? 'KeyMem' ( global structure{ global int precise})
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0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)
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Linked fragment stage:
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ERROR: Linking fragment stage: Cannot use gl_FragColor or gl_FragData when using user-defined outputs
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ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
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Shader version: 330
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Requested GL_ARB_enhanced_layouts
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Requested GL_ARB_separate_shader_objects
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ERROR: node is still EOpNull!
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:10 'varyingVar' ( smooth in 4-component vector of float)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 direct index ( temp 4-component vector of float FragData)
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0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
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0:11 Constant:
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0:11 1 (const int)
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0:11 'inVar' ( smooth in 4-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp int)
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0:12 'buffer' ( temp int)
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0:12 Constant:
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0:12 4 (const int)
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0:? Linker Objects
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0:? 'inVar' ( smooth in 4-component vector of float)
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0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float)
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0:? 'varyingVar' ( smooth in 4-component vector of float)
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0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
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0:? 'gl_name' ( in block{ in int gl_i})
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0:? 'start' ( const int)
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0:? 6 (const int)
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0:? 'v1' ( smooth in 4-component vector of float)
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0:? 'v2' (layout( location=8) smooth in 4-component vector of float)
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0:? 'v20' ( smooth in 4-component vector of float)
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0:? 'v21' (layout( location=60) smooth in float)
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0:? 'v22' (layout( location=2) smooth in float)
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0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2})
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0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
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0:? 'v3' (layout( location=6) smooth in 4-component vector of float)
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0:? 'v4' ( smooth in 4-component vector of float)
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0:? 'v5' ( smooth in 4-component vector of float)
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0:? 'v6' (layout( location=30) smooth in 4-component vector of float)
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0:? 'v23' (layout( location=61) smooth in float)
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0:? 'v24' (layout( location=62) smooth in float)
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0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2, layout( location=26) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23) in 4-component vector of float f4, layout( location=24) in 4-component vector of float f5})
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0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2})
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0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2})
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0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
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0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A})
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0:? 'anon@2' ( in block{layout( location=44) in 4-component vector of float d, layout( location=45) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42) in 4-component vector of float i, layout( location=43) in 4-component vector of float j, layout( location=44) in 4-component vector of float k})
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0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float)
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0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float)
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0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a})
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0:? 'samp1D' ( uniform sampler1D)
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0:? 'samp2Ds' ( uniform sampler2DShadow)
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0:? 'precise' ( global int)
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0:? 'KeyMem' ( global structure{ global int precise})
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0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)
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