blob: 3d49327025117ef1fcd0d1bebe17daecd37ffb10 [file] [log] [blame]
420.vert
ERROR: 0:2: '#version' : must occur first in shader
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
ERROR: 0:3: 'varying' : no longer supported in core profile; removed in version 420
ERROR: 0:7: '' : vertex input cannot be further qualified
ERROR: 0:11: '' : can only have one interpolation qualifier (flat, smooth, noperspective, __explicitInterpAMD)
ERROR: 0:12: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:13: 'uniform' : too many storage qualifiers
ERROR: 0:18: '=' : global const initializers must be constant ' const int'
ERROR: 0:20: 'const' : no qualifiers allowed for function return
ERROR: 0:27: '' : array size must be a constant integer expression
ERROR: 0:38: 'j' : undeclared identifier
ERROR: 0:38: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:39: 'k' : undeclared identifier
ERROR: 0:39: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:40: 'j' : undeclared identifier
ERROR: 0:40: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:44: 'jj' : undeclared identifier
ERROR: 0:44: '=' : cannot convert from ' temp float' to ' temp int'
ERROR: 0:54: 'y' : vector swizzle selection out of range
ERROR: 0:62: 'xxxxx' : vector swizzle too long
ERROR: 0:63: 'xxy' : vector swizzle selection out of range
ERROR: 0:66: 'binding' : cannot declare a default, include a type or full declaration
ERROR: 0:69: 'location/component/index' : cannot declare a default, use a full declaration
ERROR: 0:70: 'input block' : not supported in this stage: vertex
ERROR: 0:70: 'binding' : requires uniform or buffer storage qualifier
ERROR: 0:71: 'binding' : binding is too large
ERROR: 0:74: 'binding' : sampler binding not less than gl_MaxCombinedTextureImageUnits
ERROR: 0:76: 'binding' : sampler binding not less than gl_MaxCombinedTextureImageUnits (using array)
ERROR: 0:85: 'patch' : not supported in this stage: vertex
ERROR: 0:85: '' : vertex input cannot be further qualified
ERROR: 0:86: 'patch' : not supported in this stage: vertex
ERROR: 0:100: '=' : global const initializers must be constant ' const int'
ERROR: 0:101: '' : array size must be a constant integer expression
ERROR: 0:107: 'image variables not declared 'writeonly' and without a format layout qualifier' : not supported for this version or the enabled extensions
ERROR: 0:114: 'imageAtomicMin' : only supported on image with format r32i or r32ui
ERROR: 0:115: 'imageAtomicMax' : no matching overloaded function found
ERROR: 0:119: 'writeonly' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 0:122: '' : memory qualifiers cannot be used on this type
ERROR: 0:123: '' : memory qualifiers cannot be used on this type
ERROR: 0:134: 'format' : image formats must match
ERROR: 0:135: 'volatile' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 0:135: 'format' : image formats must match
ERROR: 0:136: 'format' : image formats must match
ERROR: 0:139: 'rg8i' : does not apply to unsigned integer images
ERROR: 0:140: 'rgba32i' : does not apply to floating point images
ERROR: 0:141: 'rgba32f' : does not apply to unsigned integer images
ERROR: 0:142: 'r8_snorm' : does not apply to signed integer images
ERROR: 0:143: 'rgba32ui' : does not apply to signed integer images
ERROR: 0:144: 'r8ui' : does not apply to signed integer images
ERROR: 0:147: 'offset on block member' : not supported for this version or the enabled extensions
ERROR: 0:147: 'offset/align' : can only be used with std140, std430, or scalar layout packing
ERROR: 0:157: 'textureQueryLevels' : no matching overloaded function found
ERROR: 0:157: 'assign' : cannot convert from ' const float' to ' temp int'
ERROR: 0:158: 'textureQueryLevels' : no matching overloaded function found
ERROR: 0:158: 'assign' : cannot convert from ' const float' to ' temp int'
WARNING: 0:161: '[]' : assuming binding count of one for compile-time checking of binding numbers for unsized array
ERROR: 54 compilation errors. No code generated.
Shader version: 420
ERROR: node is still EOpNull!
0:20 Function Definition: foo( ( const int)
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
0:23 move second child to first child ( temp int)
0:23 'b' ( const (read only) int)
0:23 'anonconst' ( global int)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'd' ( const (read only) int)
0:25 'b' ( const (read only) int)
0:29 Branch: Return with expression
0:29 'b' ( const (read only) int)
0:32 Function Definition: main( ( global void)
0:32 Function Parameters:
0:? Sequence
0:35 Test condition and select ( temp void)
0:35 Condition
0:35 Compare Equal ( temp bool)
0:35 'i' ( temp int)
0:35 Constant:
0:35 3 (const int)
0:35 true case
0:36 Sequence
0:36 move second child to first child ( temp int)
0:36 'j' ( temp int)
0:36 'i' ( temp int)
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Constant:
0:42 true (const bool)
0:42 No loop body
0:50 Function Definition: bar(vf4; ( global void)
0:50 Function Parameters:
0:50 'v' ( volatile in 4-component vector of float)
0:? Sequence
0:53 's' ( temp int)
0:54 's' ( temp int)
0:55 Test condition and select ( temp void)
0:55 Condition
0:55 Compare Equal ( temp bool)
0:55 direct index ( temp float)
0:55 direct index ( temp 4-component vector of float)
0:55 'bad' ( in 10-element array of 4-component vector of float)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 4.200000
0:55 true case is null
0:57 Test condition and select ( temp void)
0:57 Condition
0:57 Constant:
0:57 true (const bool)
0:57 true case
0:58 move second child to first child ( temp 4-component vector of float)
0:58 'badorder3' ( flat out 4-component vector of float)
0:58 direct index ( temp 4-component vector of float)
0:58 'bad' ( in 10-element array of 4-component vector of float)
0:58 Constant:
0:58 0 (const int)
0:61 Sequence
0:61 move second child to first child ( temp 3-component vector of float)
0:61 'smeared' ( temp 3-component vector of float)
0:61 Construct vec3 ( temp 3-component vector of float)
0:61 'f' ( temp float)
0:62 Construct vec4 ( temp 4-component vector of float)
0:62 'f' ( temp float)
0:63 Construct vec2 ( temp 2-component vector of float)
0:63 'f' ( temp float)
0:88 Function Definition: bar23444( ( global void)
0:88 Function Parameters:
0:? Sequence
0:91 Sequence
0:91 move second child to first child ( temp float)
0:91 'a1' ( temp float)
0:91 direct index ( temp float)
0:91 direct index ( temp 3-component vector of float)
0:91 'm43' ( temp 4X3 matrix of float)
0:91 Constant:
0:91 3 (const int)
0:91 Constant:
0:91 1 (const int)
0:93 Sequence
0:93 move second child to first child ( temp int)
0:93 'a2' ( temp int)
0:93 Constant:
0:93 4 (const int)
0:94 add second child into first child ( temp int)
0:94 'a2' ( temp int)
0:94 Constant:
0:94 3 (const int)
0:95 add second child into first child ( temp int)
0:95 'a2' ( temp int)
0:95 Constant:
0:95 3 (const int)
0:96 Sequence
0:96 move second child to first child ( temp float)
0:96 'b' ( const (read only) float)
0:96 component-wise multiply ( temp float)
0:96 Constant:
0:96 2.000000
0:96 'a1' ( temp float)
0:97 Sequence
0:97 move second child to first child ( temp int)
0:97 'a' ( temp int)
0:97 Constant:
0:97 -1 (const int)
0:109 Function Definition: qux( ( global void)
0:109 Function Parameters:
0:111 Sequence
0:111 Sequence
0:111 move second child to first child ( temp int)
0:111 'i' ( temp int)
0:111 aoeu: direct index for structure (layout( column_major shared) uniform int)
0:111 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:111 Constant:
0:111 0 (const uint)
0:112 imageAtomicCompSwap ( global int)
0:112 'iimg2D' (layout( r32i) uniform iimage2D)
0:112 Construct ivec2 ( temp 2-component vector of int)
0:112 'i' ( temp int)
0:112 'i' ( temp int)
0:112 'i' ( temp int)
0:112 'i' ( temp int)
0:113 imageAtomicAdd ( global uint)
0:113 'uimg2D' (layout( r32ui) uniform uimage2D)
0:113 Construct ivec2 ( temp 2-component vector of int)
0:113 'i' ( temp int)
0:113 'i' ( temp int)
0:113 Convert int to uint ( temp uint)
0:113 'i' ( temp int)
0:114 imageAtomicMin ( global int)
0:114 'iimg2Drgba' (layout( rgba32i) uniform iimage2D)
0:114 Construct ivec2 ( temp 2-component vector of int)
0:114 'i' ( temp int)
0:114 'i' ( temp int)
0:114 'i' ( temp int)
0:115 Constant:
0:115 0.000000
0:116 Sequence
0:116 move second child to first child ( temp 4-component vector of int)
0:116 'pos' ( temp 4-component vector of int)
0:116 imageLoad ( global 4-component vector of int)
0:116 'iimg2D' (layout( r32i) uniform iimage2D)
0:116 Construct ivec2 ( temp 2-component vector of int)
0:116 'i' ( temp int)
0:116 'i' ( temp int)
0:117 Sequence
0:117 move second child to first child ( temp 4-component vector of float)
0:117 'col' ( temp 4-component vector of float)
0:117 imageLoad ( global 4-component vector of float)
0:117 'img2DMS' ( uniform image2DMS)
0:117 Construct ivec2 ( temp 2-component vector of int)
0:117 'i' ( temp int)
0:117 'i' ( temp int)
0:117 'i' ( temp int)
0:118 imageStore ( global void)
0:118 'img2DMSWO' ( writeonly uniform image2DMS)
0:118 Construct ivec2 ( temp 2-component vector of int)
0:118 'i' ( temp int)
0:118 'i' ( temp int)
0:118 'i' ( temp int)
0:118 Constant:
0:118 0.000000
0:118 0.000000
0:118 0.000000
0:118 0.000000
0:119 imageLoad ( global 4-component vector of float)
0:119 'img2DMSWO' ( writeonly uniform image2DMS)
0:119 Construct ivec2 ( temp 2-component vector of int)
0:119 'i' ( temp int)
0:119 'i' ( temp int)
0:119 'i' ( temp int)
0:125 Function Definition: passr(iI21; ( global void)
0:125 Function Parameters:
0:125 'image' ( coherent readonly in iimage2D)
0:132 Function Definition: passrc( ( global void)
0:132 Function Parameters:
0:134 Sequence
0:134 Function Call: passr(iI21; ( global void)
0:134 'qualim1' (layout( r32i) coherent readonly uniform iimage2D)
0:135 Function Call: passr(iI21; ( global void)
0:135 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D)
0:136 Function Call: passr(iI21; ( global void)
0:136 'iimg2D' (layout( r32i) uniform iimage2D)
0:153 Function Definition: qlod( ( global void)
0:153 Function Parameters:
0:? Sequence
0:157 'levels' ( temp int)
0:158 'levels' ( temp int)
0:? Linker Objects
0:? 'v2' ( smooth out 2-component vector of float)
0:? 'bad' ( in 10-element array of 4-component vector of float)
0:? 'badorder' ( in 4-component vector of float)
0:? 'badorder2' ( invariant smooth out 4-component vector of float)
0:? 'badorder4' ( centroid in 4-component vector of float)
0:? 'badorder3' ( flat out 4-component vector of float)
0:? 'rep' ( smooth flat out 4-component vector of float)
0:? 'rep2' ( centroid smooth sample out 4-component vector of float)
0:? 'rep3' ( in 4-component vector of float)
0:? 'anonconst' ( global int)
0:? 'aconst' ( const int)
0:? 5 (const int)
0:? 'a' ( const int)
0:? 5 (const int)
0:? 'b' ( temp int)
0:? 'cx' ( const float)
0:? 4.200000
0:? 'dx' ( const float)
0:? 4.200000
0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@1' (layout( binding=1) in block{ in int aoeua})
0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu})
0:? 'sampb1' (layout( binding=4) uniform sampler2D)
0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D)
0:? 'sampb3' (layout( binding=80) uniform sampler2D)
0:? 'sampb4' (layout( binding=31) uniform sampler2D)
0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D)
0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance})
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( smooth patch out 4-component vector of float)
0:? 'comma0' ( temp int)
0:? 'comma1' ( global 1-element array of int)
0:? 'iimg2D' (layout( r32i) uniform iimage2D)
0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D)
0:? 'img2Drgba' (layout( rgba32f) uniform image2D)
0:? 'uimg2D' (layout( r32ui) uniform uimage2D)
0:? 'img2DMS' ( uniform image2DMS)
0:? 'img2DMSWO' ( writeonly uniform image2DMS)
0:? 'vol' ( volatile temp float)
0:? 'vol2' ( readonly temp int)
0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D)
0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D)
0:? 'i1bad' (layout( rg8i) uniform uimage2D)
0:? 'i2bad' (layout( rgba32i) uniform image2D)
0:? 'i3bad' (layout( rgba32f) uniform uimage2D)
0:? 'i4bad' (layout( r8_snorm) uniform iimage2D)
0:? 'i5bad' (layout( rgba32ui) uniform iimage2D)
0:? 'i6bad' (layout( r8ui) uniform iimage2D)
0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo})
0:? 'samp1D' ( uniform sampler1D)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'badArray' (layout( binding=0) writeonly uniform unsized 1-element array of image1D)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 420
ERROR: node is still EOpNull!
0:32 Function Definition: main( ( global void)
0:32 Function Parameters:
0:? Sequence
0:35 Test condition and select ( temp void)
0:35 Condition
0:35 Compare Equal ( temp bool)
0:35 'i' ( temp int)
0:35 Constant:
0:35 3 (const int)
0:35 true case
0:36 Sequence
0:36 move second child to first child ( temp int)
0:36 'j' ( temp int)
0:36 'i' ( temp int)
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Constant:
0:42 true (const bool)
0:42 No loop body
0:? Linker Objects
0:? 'v2' ( smooth out 2-component vector of float)
0:? 'bad' ( in 10-element array of 4-component vector of float)
0:? 'badorder' ( in 4-component vector of float)
0:? 'badorder2' ( invariant smooth out 4-component vector of float)
0:? 'badorder4' ( centroid in 4-component vector of float)
0:? 'badorder3' ( flat out 4-component vector of float)
0:? 'rep' ( smooth flat out 4-component vector of float)
0:? 'rep2' ( centroid smooth sample out 4-component vector of float)
0:? 'rep3' ( in 4-component vector of float)
0:? 'anonconst' ( global int)
0:? 'aconst' ( const int)
0:? 5 (const int)
0:? 'a' ( const int)
0:? 5 (const int)
0:? 'b' ( temp int)
0:? 'cx' ( const float)
0:? 4.200000
0:? 'dx' ( const float)
0:? 4.200000
0:? 'boundInst' (layout( binding=3 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@0' (layout( binding=7 column_major shared) uniform block{layout( column_major shared) uniform int aoeu})
0:? 'anon@1' (layout( binding=1) in block{ in int aoeua})
0:? 'anon@2' (layout( column_major shared) uniform block{layout( column_major shared) uniform int aooeu})
0:? 'sampb1' (layout( binding=4) uniform sampler2D)
0:? 'sampb2' (layout( binding=5) uniform 10-element array of sampler2D)
0:? 'sampb3' (layout( binding=80) uniform sampler2D)
0:? 'sampb4' (layout( binding=31) uniform sampler2D)
0:? 'sampb5' (layout( binding=79) uniform 2-element array of sampler2D)
0:? 'anon@3' ( out block{ out 4-element array of float ClipDistance gl_ClipDistance})
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( smooth patch out 4-component vector of float)
0:? 'comma0' ( temp int)
0:? 'comma1' ( global 1-element array of int)
0:? 'iimg2D' (layout( r32i) uniform iimage2D)
0:? 'iimg2Drgba' (layout( rgba32i) uniform iimage2D)
0:? 'img2Drgba' (layout( rgba32f) uniform image2D)
0:? 'uimg2D' (layout( r32ui) uniform uimage2D)
0:? 'img2DMS' ( uniform image2DMS)
0:? 'img2DMSWO' ( writeonly uniform image2DMS)
0:? 'vol' ( volatile temp float)
0:? 'vol2' ( readonly temp int)
0:? 'qualim1' (layout( r32i) coherent readonly uniform iimage2D)
0:? 'qualim2' (layout( r32i) coherent volatile readonly uniform iimage2D)
0:? 'i1bad' (layout( rg8i) uniform uimage2D)
0:? 'i2bad' (layout( rgba32i) uniform image2D)
0:? 'i3bad' (layout( rgba32f) uniform uimage2D)
0:? 'i4bad' (layout( r8_snorm) uniform iimage2D)
0:? 'i5bad' (layout( rgba32ui) uniform iimage2D)
0:? 'i6bad' (layout( r8ui) uniform iimage2D)
0:? 'offcheckI' (layout( column_major shared) uniform block{layout( column_major shared offset=16) uniform int foo})
0:? 'samp1D' ( uniform sampler1D)
0:? 'samp1Ds' ( uniform sampler1DShadow)
0:? 'badArray' (layout( binding=0) writeonly uniform 1-element array of image1D)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)