glslang/Test/baseResults/150.tesc.out
Greg Fischer ca0d54d51b Enhance readability of error messages for GLSL
Specifically, make GLSL link error messages more specific and output
only information relevant to the error.

Also change type printing to more closely reflect GLSL syntax. This
is the default for link error messages, but must me enabled with the
new option --enhanced-msgs for compilation error messages.

Also with --enhanced-msgs, only emit one error message per source
line.
2022-02-01 12:10:08 -07:00

1677 lines
88 KiB
Plaintext

150.tesc
Shader version: 150
Requested GL_ARB_tessellation_shader
vertices = 4
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Barrier ( global void)
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a' ( temp int)
0:14 Constant:
0:14 5392 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'p' ( temp 4-component vector of float)
0:20 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:20 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})
0:20 '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})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 0 (const int)
0:21 Sequence
0:21 move second child to first child ( temp float)
0:21 'ps' ( temp float)
0:21 gl_PointSize: direct index for structure ( in float PointSize)
0:21 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})
0:21 '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})
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 1 (const int)
0:22 Sequence
0:22 move second child to first child ( temp float)
0:22 'cd' ( temp float)
0:22 direct index ( temp float ClipDistance)
0:22 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:22 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})
0:22 '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})
0:22 Constant:
0:22 1 (const int)
0:22 Constant:
0:22 2 (const int)
0:22 Constant:
0:22 2 (const int)
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'pvi' ( temp int)
0:24 'gl_PatchVerticesIn' ( in int PatchVertices)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'pid' ( temp int)
0:25 'gl_PrimitiveID' ( in int PrimitiveID)
0:26 Sequence
0:26 move second child to first child ( temp int)
0:26 'iid' ( temp int)
0:26 'gl_InvocationID' ( in int InvocationID)
0:28 move second child to first child ( temp 4-component vector of float)
0:28 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:28 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:28 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:28 'gl_InvocationID' ( in int InvocationID)
0:28 Constant:
0:28 0 (const int)
0:28 'p' ( temp 4-component vector of float)
0:29 move second child to first child ( temp float)
0:29 gl_PointSize: direct index for structure ( out float PointSize)
0:29 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:29 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:29 'gl_InvocationID' ( in int InvocationID)
0:29 Constant:
0:29 1 (const int)
0:29 'ps' ( temp float)
0:30 move second child to first child ( temp float)
0:30 direct index ( temp float ClipDistance)
0:30 gl_ClipDistance: direct index for structure ( out unsized 2-element array of float ClipDistance)
0:30 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:30 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:30 'gl_InvocationID' ( in int InvocationID)
0:30 Constant:
0:30 2 (const int)
0:30 Constant:
0:30 1 (const int)
0:30 'cd' ( temp float)
0:32 move second child to first child ( temp float)
0:32 direct index ( patch temp float TessLevelOuter)
0:32 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
0:32 Constant:
0:32 3 (const int)
0:32 Constant:
0:32 3.200000
0:33 move second child to first child ( temp float)
0:33 direct index ( patch temp float TessLevelInner)
0:33 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.300000
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 4-element array of int)
0:? 'patchOut' ( patch out 4-component vector of float)
150.tese
ERROR: 0:12: 'barrier' : no matching overloaded function found
ERROR: 1 compilation errors. No code generated.
Shader version: 150
Requested GL_ARB_tessellation_shader
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Constant:
0:12 0.000000
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a' ( temp int)
0:14 Constant:
0:14 1512 (const int)
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'p' ( temp 4-component vector of float)
0:22 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:22 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})
0:22 '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})
0:22 Constant:
0:22 1 (const int)
0:22 Constant:
0:22 0 (const int)
0:23 Sequence
0:23 move second child to first child ( temp float)
0:23 'ps' ( temp float)
0:23 gl_PointSize: direct index for structure ( in float PointSize)
0:23 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})
0:23 '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})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 1 (const int)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'cd' ( temp float)
0:24 direct index ( temp float ClipDistance)
0:24 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:24 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})
0:24 '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})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 2 (const int)
0:26 Sequence
0:26 move second child to first child ( temp int)
0:26 'pvi' ( temp int)
0:26 'gl_PatchVerticesIn' ( in int PatchVertices)
0:27 Sequence
0:27 move second child to first child ( temp int)
0:27 'pid' ( temp int)
0:27 'gl_PrimitiveID' ( in int PrimitiveID)
0:28 Sequence
0:28 move second child to first child ( temp 3-component vector of float)
0:28 'tc' ( temp 3-component vector of float)
0:28 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:29 Sequence
0:29 move second child to first child ( temp float)
0:29 'tlo' ( temp float)
0:29 direct index ( patch temp float TessLevelOuter)
0:29 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter)
0:29 Constant:
0:29 3 (const int)
0:30 Sequence
0:30 move second child to first child ( temp float)
0:30 'tli' ( temp float)
0:30 direct index ( patch temp float TessLevelInner)
0:30 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner)
0:30 Constant:
0:30 1 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:32 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:32 Constant:
0:32 0 (const uint)
0:32 'p' ( temp 4-component vector of float)
0:33 move second child to first child ( temp float)
0:33 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:33 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:33 Constant:
0:33 1 (const uint)
0:33 'ps' ( temp float)
0:34 move second child to first child ( temp float)
0:34 direct index ( temp float ClipDistance)
0:34 gl_ClipDistance: direct index for structure ( out unsized 3-element array of float ClipDistance)
0:34 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:34 Constant:
0:34 2 (const uint)
0:34 Constant:
0:34 2 (const int)
0:34 'cd' ( temp float)
0:? Linker Objects
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
400.tesc
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:10: 'patch' : can only use on output in tessellation-control shader
ERROR: 0:39: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:46: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:51: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:54: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:61: '' : tessellation control barrier() cannot be placed after a return from main()
ERROR: 0:64: 'vertices' : can only apply to 'out'
ERROR: 0:65: 'vertices' : cannot change previously set layout value
ERROR: 0:69: '[' : array index out of range '4'
ERROR: 0:71: '' : tessellation control barrier() must be in main()
ERROR: 0:74: 'in' : type must be an array: ina
ERROR: 0:76: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:83: 'location' : overlapping use of location 4
ERROR: 0:87: 'location' : overlapping use of location 4
ERROR: 0:104: '' : precise qualifier must appear first
ERROR: 0:105: '' : precise qualifier must appear first
ERROR: 0:105: '' : precise qualifier must appear first
ERROR: 0:109: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
ERROR: 0:110: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview
ERROR: 23 compilation errors. No code generated.
Shader version: 400
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
vertices = 4
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier ( global void)
0:17 Sequence
0:17 move second child to first child ( temp int)
0:17 'a' ( temp int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'p' ( temp 4-component vector of float)
0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:23 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})
0:23 '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})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 0 (const int)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'ps' ( temp float)
0:24 gl_PointSize: direct index for structure ( in float PointSize)
0:24 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})
0:24 '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})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 1 (const int)
0:25 Sequence
0:25 move second child to first child ( temp float)
0:25 'cd' ( temp float)
0:25 direct index ( temp float ClipDistance)
0:25 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:25 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})
0:25 '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})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 2 (const int)
0:25 Constant:
0:25 2 (const int)
0:27 Sequence
0:27 move second child to first child ( temp int)
0:27 'pvi' ( temp int)
0:27 'gl_PatchVerticesIn' ( in int PatchVertices)
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'pid' ( temp int)
0:28 'gl_PrimitiveID' ( in int PrimitiveID)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'iid' ( temp int)
0:29 'gl_InvocationID' ( in int InvocationID)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_InvocationID' ( in int InvocationID)
0:31 Constant:
0:31 0 (const int)
0:31 'p' ( temp 4-component vector of float)
0:32 move second child to first child ( temp float)
0:32 gl_PointSize: direct index for structure ( out float PointSize)
0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_InvocationID' ( in int InvocationID)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' ( temp float)
0:33 move second child to first child ( temp float)
0:33 direct index ( temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure ( out unsized 2-element array of float ClipDistance)
0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_InvocationID' ( in int InvocationID)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:33 'cd' ( temp float)
0:35 move second child to first child ( temp float)
0:35 direct index ( patch temp float TessLevelOuter)
0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child ( temp float)
0:36 direct index ( patch temp float TessLevelInner)
0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Greater Than ( temp bool)
0:38 'a' ( temp int)
0:38 Constant:
0:38 10 (const int)
0:38 true case
0:39 Barrier ( global void)
0:38 false case
0:41 Barrier ( global void)
0:43 Barrier ( global void)
0:47 Loop with condition not tested first
0:47 Loop Condition
0:47 Compare Greater Than ( temp bool)
0:47 'a' ( temp int)
0:47 Constant:
0:47 10 (const int)
0:47 Loop Body
0:46 Sequence
0:46 Barrier ( global void)
0:49 switch
0:49 condition
0:49 'a' ( temp int)
0:49 body
0:49 Sequence
0:50 default:
0:? Sequence
0:51 Barrier ( global void)
0:52 Branch: Break
0:54 Test condition and select ( temp int)
0:54 Condition
0:54 Compare Less Than ( temp bool)
0:54 'a' ( temp int)
0:54 Constant:
0:54 12 (const int)
0:54 true case
0:54 'a' ( temp int)
0:54 false case
0:54 Comma ( temp int)
0:54 Barrier ( global void)
0:54 'a' ( temp int)
0:56 Sequence
0:56 Barrier ( global void)
0:59 Branch: Return
0:61 Barrier ( global void)
0:67 Function Definition: foo( ( global void)
0:67 Function Parameters:
0:69 Sequence
0:69 gl_PointSize: direct index for structure ( out float PointSize)
0:69 direct index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:69 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:69 Constant:
0:69 4 (const int)
0:69 Constant:
0:69 1 (const int)
0:71 Barrier ( global void)
0:91 Function Definition: foop( ( global void)
0:91 Function Parameters:
0:? Sequence
0:95 multiply second child into first child ( temp 3-component vector of float)
0:95 'pv3' ( noContraction temp 3-component vector of float)
0:95 'pv3' ( noContraction temp 3-component vector of float)
0:96 move second child to first child ( temp 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:96 fma ( global 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:96 'pv3' ( noContraction temp 3-component vector of float)
0:97 move second child to first child ( temp double)
0:97 'd' ( noContraction temp double)
0:97 fma ( global double)
0:97 'd' ( noContraction temp double)
0:97 'd' ( noContraction temp double)
0:97 'd' ( noContraction temp double)
0:107 Function Definition: devi( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 'gl_DeviceIndex' ( in int DeviceIndex)
0:110 'gl_ViewIndex' ( in int ViewIndex)
0:121 Function Definition: devie( ( global void)
0:121 Function Parameters:
0:123 Sequence
0:123 'gl_DeviceIndex' ( in int DeviceIndex)
0:124 'gl_ViewIndex' ( in int ViewIndex)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 4-element array of int)
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'pv3' ( noContraction temp 3-component vector of float)
0:? 'pinbi' ( patch out block{ out int a})
0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float)
400.tese
ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:5: 'triangles' : cannot change previously set input primitive
ERROR: 0:6: 'isolines' : cannot change previously set input primitive
ERROR: 0:8: 'ccw' : cannot change previously set vertex order
ERROR: 0:12: 'equal_spacing' : cannot change previously set vertex spacing
ERROR: 0:13: 'fractional_even_spacing' : cannot change previously set vertex spacing
ERROR: 0:18: 'patch' : can only use on input in tessellation-evaluation shader
ERROR: 0:22: 'barrier' : no matching overloaded function found
ERROR: 0:47: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:48: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:49: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:50: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:59: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 0:64: 'quads' : cannot apply to 'out'
ERROR: 0:64: 'cw' : can only apply to 'in'
ERROR: 0:65: 'triangles' : cannot apply to 'out'
ERROR: 0:66: 'isolines' : cannot apply to 'out'
ERROR: 0:67: 'cw' : can only apply to 'in'
ERROR: 0:68: 'fractional_odd_spacing' : can only apply to 'in'
ERROR: 0:69: 'equal_spacing' : can only apply to 'in'
ERROR: 0:70: 'fractional_even_spacing' : can only apply to 'in'
ERROR: 0:71: 'point_mode' : can only apply to 'in'
ERROR: 0:73: 'in' : type must be an array: ina
ERROR: 0:75: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:78: 'in' : type must be an array: bla
ERROR: 0:86: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:96: 'location' : overlapping use of location 24
ERROR: 0:99: 'location' : overlapping use of location 24
ERROR: 0:101: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved
ERROR: 0:109: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group
ERROR: 0:110: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview
ERROR: 31 compilation errors. No code generated.
Shader version: 400
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_device_group
Requested GL_EXT_multiview
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:20 Function Definition: main( ( global void)
0:20 Function Parameters:
0:22 Sequence
0:22 Constant:
0:22 0.000000
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'a' ( temp int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'p' ( temp 4-component vector of float)
0:32 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:32 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})
0:32 '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})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child ( temp float)
0:33 'ps' ( temp float)
0:33 gl_PointSize: direct index for structure ( in float PointSize)
0:33 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})
0:33 '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})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
0:34 move second child to first child ( temp float)
0:34 'cd' ( temp float)
0:34 direct index ( temp float ClipDistance)
0:34 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
0:34 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})
0:34 '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})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 2 (const int)
0:34 Constant:
0:34 2 (const int)
0:36 Sequence
0:36 move second child to first child ( temp int)
0:36 'pvi' ( temp int)
0:36 'gl_PatchVerticesIn' ( in int PatchVertices)
0:37 Sequence
0:37 move second child to first child ( temp int)
0:37 'pid' ( temp int)
0:37 'gl_PrimitiveID' ( in int PrimitiveID)
0:38 Sequence
0:38 move second child to first child ( temp 3-component vector of float)
0:38 'tc' ( temp 3-component vector of float)
0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:39 Sequence
0:39 move second child to first child ( temp float)
0:39 'tlo' ( temp float)
0:39 direct index ( patch temp float TessLevelOuter)
0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child ( temp float)
0:40 'tli' ( temp float)
0:40 direct index ( patch temp float TessLevelInner)
0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp 4-component vector of float)
0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' ( temp 4-component vector of float)
0:43 move second child to first child ( temp float)
0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' ( temp float)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float ClipDistance)
0:44 gl_ClipDistance: direct index for structure ( out unsized 3-element array of float ClipDistance)
0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 'cd' ( temp float)
0:107 Function Definition: devi( ( global void)
0:107 Function Parameters:
0:109 Sequence
0:109 'gl_DeviceIndex' ( in int DeviceIndex)
0:110 'gl_ViewIndex' ( in int ViewIndex)
0:121 Function Definition: devie( ( global void)
0:121 Function Parameters:
0:123 Sequence
0:123 'gl_DeviceIndex' ( in int DeviceIndex)
0:124 'gl_ViewIndex' ( in int ViewIndex)
0:? Linker Objects
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance})
0:? 'badp1' ( smooth patch in 4-component vector of float)
0:? 'badp2' ( flat patch in 4-component vector of float)
0:? 'badp3' ( noperspective patch in 4-component vector of float)
0:? 'badp4' ( patch sample in 3-component vector of float)
0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance})
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'bla' ( in block{ in int f})
0:? 'blb' ( in 32-element array of block{ in int f})
0:? 'blc' ( in 32-element array of block{ in int f})
0:? 'bld' ( in 32-element array of block{ in int f})
0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float)
0:? 'pinbi' ( patch in block{ in int a})
410.tesc
ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier
ERROR: 1 compilation errors. No code generated.
Shader version: 400
vertices = -1
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'gl_out' ( out unsized 1-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 1-element array of int)
0:? 'patchOut' ( patch out 4-component vector of float)
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 'gl_out'
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)
420.tese
ERROR: 0:7: '=' : cannot convert from ' const 3-element array of float' to ' global 2-element array of float'
ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float
ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float
ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float
ERROR: 0:25: 'initializer list' : wrong number of structure members
ERROR: 0:27: '=' : cannot convert from ' const bool' to ' global int'
ERROR: 0:28: 'constructor' : cannot convert parameter 2 from ' const float' to ' temp 4-component vector of float'
ERROR: 0:29: 'constructor' : cannot convert parameter 2 from ' const 2X2 matrix of float' to ' const 4-component vector of float'
ERROR: 0:29: ' const 2-element array of 4-component vector of float' : cannot construct with these arguments
ERROR: 0:29: '=' : cannot convert from ' const float' to ' global 2-element array of 4-component vector of float'
ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float
ERROR: 0:40: 'constructor' : cannot convert parameter 1 from ' const structure{ global 4-component vector of float a, global 4-component vector of float b}' to ' temp structure{ global float s, global float t}'
ERROR: 0:70: 'initializer list' : wrong number of structure members
ERROR: 13 compilation errors. No code generated.
Shader version: 420
input primitive = none
vertex spacing = none
triangle order = none
ERROR: node is still EOpNull!
0:4 Sequence
0:4 move second child to first child ( temp 2X2 matrix of float)
0:4 'b' ( global 2X2 matrix of float)
0:4 Constant:
0:4 1.000000
0:4 0.000000
0:4 0.000000
0:4 1.000000
0:15 Sequence
0:15 move second child to first child ( temp structure{ global float a, global int b})
0:15 'e' ( global structure{ global float a, global int b})
0:15 Constant:
0:15 1.200000
0:15 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp structure{ global float a, global int b})
0:20 'e2' ( global structure{ global float a, global int b})
0:20 Constant:
0:20 1.000000
0:20 3 (const int)
0:42 Sequence
0:42 move second child to first child ( temp 5-element array of float)
0:42 'b5' ( global 5-element array of float)
0:42 Constant:
0:42 3.400000
0:42 4.200000
0:42 5.000000
0:42 5.200000
0:42 1.100000
0:55 Sequence
0:55 move second child to first child ( temp structure{ global int f})
0:55 'single1' ( global structure{ global int f})
0:55 Constant:
0:55 10 (const int)
0:58 Sequence
0:58 move second child to first child ( temp structure{ global 2-component vector of uint v})
0:58 'single2' ( global structure{ global 2-component vector of uint v})
0:58 Constant:
0:58 1 (const uint)
0:58 2 (const uint)
0:61 Sequence
0:61 move second child to first child ( temp structure{ global structure{ global int f} s1})
0:61 'single3' ( global structure{ global structure{ global int f} s1})
0:61 Constant:
0:61 3 (const int)
0:64 Sequence
0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1})
0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:64 Constant:
0:64 4 (const uint)
0:64 5 (const uint)
0:79 Sequence
0:79 move second child to first child ( temp 3-component vector of float)
0:79 'av3' ( global 3-component vector of float)
0:79 Construct vec3 ( global 3-component vector of float)
0:79 'vc1' ( global float)
0:79 'vc2' ( global float)
0:79 'vc3' ( global float)
0:80 Sequence
0:80 move second child to first child ( temp 3-component vector of float)
0:80 'bv3' ( global 3-component vector of float)
0:80 Construct vec3 ( temp 3-component vector of float)
0:80 'vc1' ( global float)
0:80 'vc2' ( global float)
0:80 'vc3' ( global float)
0:82 Function Definition: main( ( global void)
0:82 Function Parameters:
0:84 Sequence
0:84 MemoryBarrier ( global void)
0:86 Test condition and select ( temp void)
0:86 Condition
0:86 Compare Equal ( temp bool)
0:86 Constant:
0:86 1 (const uint)
0:86 2 (const uint)
0:86 3.000000
0:86 4.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 4.000000
0:86 0.000000
0:86 5.000000
0:86 6.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 6.000000
0:86 0.000000
0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:86 true case is null
0:88 Test condition and select ( temp void)
0:88 Condition
0:88 Constant:
0:88 true (const bool)
0:88 true case is null
0:? Linker Objects
0:? 'a' ( const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'b' ( global 2X2 matrix of float)
0:? 'c' ( const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'a2' ( global 2-element array of float)
0:? 'b2' ( global 2-component vector of float)
0:? 'c2' ( global 3X3 matrix of float)
0:? 'd' ( global 2X2 matrix of float)
0:? 'e' ( global structure{ global float a, global int b})
0:? 'e2' ( global structure{ global float a, global int b})
0:? 'e3' ( global structure{ global float a, global int b})
0:? 'a3' ( global int)
0:? 'b3' ( global 2-element array of 4-component vector of float)
0:? 'b4' ( global 2-element array of 4-component vector of float)
0:? 'c3' ( global 4X2 matrix of float)
0:? 'd2' ( global unsized 1-element array of structure{ global float s, global float t})
0:? 'b5' ( global 5-element array of float)
0:? 'single1' ( global structure{ global int f})
0:? 'single2' ( global structure{ global 2-component vector of uint v})
0:? 'single3' ( global structure{ global structure{ global int f} s1})
0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'vc1' ( global float)
0:? 'vc2' ( global float)
0:? 'vc3' ( global float)
0:? 'av3' ( global 3-component vector of float)
0:? 'bv3' ( global 3-component vector of float)
Linked tessellation control stage:
ERROR: Linking tessellation control stage: can't handle multiple entry points per stage
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation control stage: can't handle multiple entry points per stage
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation control and tessellation control stages: Array sizes must be compatible:
tessellation control stage: " int outa[4]"
tessellation control stage: " int outa[1]"
ERROR: Linking tessellation control stage: can't handle multiple entry points per stage
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
foo(
ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation control and tessellation control stages: tessellation control block member has no corresponding member in tessellation control block:
tessellation control stage: Block: gl_PerVertex, Member: gl_PointSize
tessellation control stage: Block: gl_PerVertex, Member: n/a
Linked tessellation evaluation stage:
ERROR: Linking tessellation evaluation stage: can't handle multiple entry points per stage
ERROR: Linking tessellation evaluation stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation evaluation stage: can't handle multiple entry points per stage
ERROR: Linking tessellation evaluation stage: Contradictory input vertex spacing
ERROR: Linking tessellation evaluation stage: Contradictory triangle ordering
ERROR: Linking tessellation evaluation stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
ERROR: Linking tessellation evaluation stage: Multiple function bodies in multiple compilation units for the same signature in the same stage:
main(
Shader version: 420
Requested GL_ARB_separate_shader_objects
Requested GL_ARB_tessellation_shader
Requested GL_EXT_device_group
Requested GL_EXT_multiview
vertices = 4
0:? Sequence
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Barrier ( global void)
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a' ( temp int)
0:14 Constant:
0:14 5392 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'p' ( temp 4-component vector of float)
0:20 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:20 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})
0:20 '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})
0:20 Constant:
0:20 1 (const int)
0:20 Constant:
0:20 0 (const int)
0:21 Sequence
0:21 move second child to first child ( temp float)
0:21 'ps' ( temp float)
0:21 gl_PointSize: direct index for structure ( in float PointSize)
0:21 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})
0:21 '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})
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 1 (const int)
0:22 Sequence
0:22 move second child to first child ( temp float)
0:22 'cd' ( temp float)
0:22 direct index ( temp float ClipDistance)
0:22 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:22 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})
0:22 '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})
0:22 Constant:
0:22 1 (const int)
0:22 Constant:
0:22 2 (const int)
0:22 Constant:
0:22 2 (const int)
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'pvi' ( temp int)
0:24 'gl_PatchVerticesIn' ( in int PatchVertices)
0:25 Sequence
0:25 move second child to first child ( temp int)
0:25 'pid' ( temp int)
0:25 'gl_PrimitiveID' ( in int PrimitiveID)
0:26 Sequence
0:26 move second child to first child ( temp int)
0:26 'iid' ( temp int)
0:26 'gl_InvocationID' ( in int InvocationID)
0:28 move second child to first child ( temp 4-component vector of float)
0:28 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:28 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:28 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:28 'gl_InvocationID' ( in int InvocationID)
0:28 Constant:
0:28 0 (const int)
0:28 'p' ( temp 4-component vector of float)
0:29 move second child to first child ( temp float)
0:29 gl_PointSize: direct index for structure ( out float PointSize)
0:29 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:29 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:29 'gl_InvocationID' ( in int InvocationID)
0:29 Constant:
0:29 1 (const int)
0:29 'ps' ( temp float)
0:30 move second child to first child ( temp float)
0:30 direct index ( temp float ClipDistance)
0:30 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance)
0:30 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:30 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:30 'gl_InvocationID' ( in int InvocationID)
0:30 Constant:
0:30 2 (const int)
0:30 Constant:
0:30 1 (const int)
0:30 'cd' ( temp float)
0:32 move second child to first child ( temp float)
0:32 direct index ( patch temp float TessLevelOuter)
0:32 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
0:32 Constant:
0:32 3 (const int)
0:32 Constant:
0:32 3.200000
0:33 move second child to first child ( temp float)
0:33 direct index ( patch temp float TessLevelInner)
0:33 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1.300000
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier ( global void)
0:17 Sequence
0:17 move second child to first child ( temp int)
0:17 'a' ( temp int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child ( temp 4-component vector of float)
0:23 'p' ( temp 4-component vector of float)
0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:23 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})
0:23 '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})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 0 (const int)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'ps' ( temp float)
0:24 gl_PointSize: direct index for structure ( in float PointSize)
0:24 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})
0:24 '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})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 1 (const int)
0:25 Sequence
0:25 move second child to first child ( temp float)
0:25 'cd' ( temp float)
0:25 direct index ( temp float ClipDistance)
0:25 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:25 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})
0:25 '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})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 2 (const int)
0:25 Constant:
0:25 2 (const int)
0:27 Sequence
0:27 move second child to first child ( temp int)
0:27 'pvi' ( temp int)
0:27 'gl_PatchVerticesIn' ( in int PatchVertices)
0:28 Sequence
0:28 move second child to first child ( temp int)
0:28 'pid' ( temp int)
0:28 'gl_PrimitiveID' ( in int PrimitiveID)
0:29 Sequence
0:29 move second child to first child ( temp int)
0:29 'iid' ( temp int)
0:29 'gl_InvocationID' ( in int InvocationID)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( out 4-component vector of float Position)
0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:31 'gl_InvocationID' ( in int InvocationID)
0:31 Constant:
0:31 0 (const int)
0:31 'p' ( temp 4-component vector of float)
0:32 move second child to first child ( temp float)
0:32 gl_PointSize: direct index for structure ( out float PointSize)
0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:32 'gl_InvocationID' ( in int InvocationID)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' ( temp float)
0:33 move second child to first child ( temp float)
0:33 direct index ( temp float ClipDistance)
0:33 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance)
0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:33 'gl_InvocationID' ( in int InvocationID)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:33 'cd' ( temp float)
0:35 move second child to first child ( temp float)
0:35 direct index ( patch temp float TessLevelOuter)
0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child ( temp float)
0:36 direct index ( patch temp float TessLevelInner)
0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Greater Than ( temp bool)
0:38 'a' ( temp int)
0:38 Constant:
0:38 10 (const int)
0:38 true case
0:39 Barrier ( global void)
0:38 false case
0:41 Barrier ( global void)
0:43 Barrier ( global void)
0:47 Loop with condition not tested first
0:47 Loop Condition
0:47 Compare Greater Than ( temp bool)
0:47 'a' ( temp int)
0:47 Constant:
0:47 10 (const int)
0:47 Loop Body
0:46 Sequence
0:46 Barrier ( global void)
0:49 switch
0:49 condition
0:49 'a' ( temp int)
0:49 body
0:49 Sequence
0:50 default:
0:? Sequence
0:51 Barrier ( global void)
0:52 Branch: Break
0:54 Test condition and select ( temp int)
0:54 Condition
0:54 Compare Less Than ( temp bool)
0:54 'a' ( temp int)
0:54 Constant:
0:54 12 (const int)
0:54 true case
0:54 'a' ( temp int)
0:54 false case
0:54 Comma ( temp int)
0:54 Barrier ( global void)
0:54 'a' ( temp int)
0:56 Sequence
0:56 Barrier ( global void)
0:59 Branch: Return
0:61 Barrier ( global void)
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
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 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance})
0:? 'outa' ( global 4-element array of int)
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float)
0:? 'pv3' ( noContraction temp 3-component vector of float)
0:? 'pinbi' ( patch out block{ out int a})
0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float)
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)
Shader version: 420
Requested GL_ARB_separate_shader_objects
Requested GL_ARB_tessellation_shader
Requested GL_EXT_device_group
Requested GL_EXT_multiview
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:12 Sequence
0:12 Constant:
0:12 0.000000
0:14 Sequence
0:14 move second child to first child ( temp int)
0:14 'a' ( temp int)
0:14 Constant:
0:14 1512 (const int)
0:22 Sequence
0:22 move second child to first child ( temp 4-component vector of float)
0:22 'p' ( temp 4-component vector of float)
0:22 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:22 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})
0:22 '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})
0:22 Constant:
0:22 1 (const int)
0:22 Constant:
0:22 0 (const int)
0:23 Sequence
0:23 move second child to first child ( temp float)
0:23 'ps' ( temp float)
0:23 gl_PointSize: direct index for structure ( in float PointSize)
0:23 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})
0:23 '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})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 1 (const int)
0:24 Sequence
0:24 move second child to first child ( temp float)
0:24 'cd' ( temp float)
0:24 direct index ( temp float ClipDistance)
0:24 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:24 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})
0:24 '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})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 2 (const int)
0:26 Sequence
0:26 move second child to first child ( temp int)
0:26 'pvi' ( temp int)
0:26 'gl_PatchVerticesIn' ( in int PatchVertices)
0:27 Sequence
0:27 move second child to first child ( temp int)
0:27 'pid' ( temp int)
0:27 'gl_PrimitiveID' ( in int PrimitiveID)
0:28 Sequence
0:28 move second child to first child ( temp 3-component vector of float)
0:28 'tc' ( temp 3-component vector of float)
0:28 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:29 Sequence
0:29 move second child to first child ( temp float)
0:29 'tlo' ( temp float)
0:29 direct index ( patch temp float TessLevelOuter)
0:29 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter)
0:29 Constant:
0:29 3 (const int)
0:30 Sequence
0:30 move second child to first child ( temp float)
0:30 'tli' ( temp float)
0:30 direct index ( patch temp float TessLevelInner)
0:30 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner)
0:30 Constant:
0:30 1 (const int)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:32 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:32 Constant:
0:32 0 (const uint)
0:32 'p' ( temp 4-component vector of float)
0:33 move second child to first child ( temp float)
0:33 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:33 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:33 Constant:
0:33 1 (const uint)
0:33 'ps' ( temp float)
0:34 move second child to first child ( temp float)
0:34 direct index ( temp float ClipDistance)
0:34 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance)
0:34 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:34 Constant:
0:34 2 (const uint)
0:34 Constant:
0:34 2 (const int)
0:34 'cd' ( temp float)
0:20 Function Definition: main( ( global void)
0:20 Function Parameters:
0:22 Sequence
0:22 Constant:
0:22 0.000000
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'a' ( temp int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 4-component vector of float)
0:32 'p' ( temp 4-component vector of float)
0:32 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:32 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})
0:32 '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})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child ( temp float)
0:33 'ps' ( temp float)
0:33 gl_PointSize: direct index for structure ( in float PointSize)
0:33 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})
0:33 '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})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
0:34 move second child to first child ( temp float)
0:34 'cd' ( temp float)
0:34 direct index ( temp float ClipDistance)
0:34 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
0:34 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})
0:34 '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})
0:34 Constant:
0:34 1 (const int)
0:34 Constant:
0:34 2 (const int)
0:34 Constant:
0:34 2 (const int)
0:36 Sequence
0:36 move second child to first child ( temp int)
0:36 'pvi' ( temp int)
0:36 'gl_PatchVerticesIn' ( in int PatchVertices)
0:37 Sequence
0:37 move second child to first child ( temp int)
0:37 'pid' ( temp int)
0:37 'gl_PrimitiveID' ( in int PrimitiveID)
0:38 Sequence
0:38 move second child to first child ( temp 3-component vector of float)
0:38 'tc' ( temp 3-component vector of float)
0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:39 Sequence
0:39 move second child to first child ( temp float)
0:39 'tlo' ( temp float)
0:39 direct index ( patch temp float TessLevelOuter)
0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child ( temp float)
0:40 'tli' ( temp float)
0:40 direct index ( patch temp float TessLevelInner)
0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp 4-component vector of float)
0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' ( temp 4-component vector of float)
0:43 move second child to first child ( temp float)
0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize)
0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' ( temp float)
0:44 move second child to first child ( temp float)
0:44 direct index ( temp float ClipDistance)
0:44 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance)
0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:44 Constant:
0:44 2 (const uint)
0:44 Constant:
0:44 2 (const int)
0:44 'cd' ( temp float)
0:4 Sequence
0:4 move second child to first child ( temp 2X2 matrix of float)
0:4 'b' ( global 2X2 matrix of float)
0:4 Constant:
0:4 1.000000
0:4 0.000000
0:4 0.000000
0:4 1.000000
0:15 Sequence
0:15 move second child to first child ( temp structure{ global float a, global int b})
0:15 'e' ( global structure{ global float a, global int b})
0:15 Constant:
0:15 1.200000
0:15 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp structure{ global float a, global int b})
0:20 'e2' ( global structure{ global float a, global int b})
0:20 Constant:
0:20 1.000000
0:20 3 (const int)
0:42 Sequence
0:42 move second child to first child ( temp 5-element array of float)
0:42 'b5' ( global 5-element array of float)
0:42 Constant:
0:42 3.400000
0:42 4.200000
0:42 5.000000
0:42 5.200000
0:42 1.100000
0:55 Sequence
0:55 move second child to first child ( temp structure{ global int f})
0:55 'single1' ( global structure{ global int f})
0:55 Constant:
0:55 10 (const int)
0:58 Sequence
0:58 move second child to first child ( temp structure{ global 2-component vector of uint v})
0:58 'single2' ( global structure{ global 2-component vector of uint v})
0:58 Constant:
0:58 1 (const uint)
0:58 2 (const uint)
0:61 Sequence
0:61 move second child to first child ( temp structure{ global structure{ global int f} s1})
0:61 'single3' ( global structure{ global structure{ global int f} s1})
0:61 Constant:
0:61 3 (const int)
0:64 Sequence
0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1})
0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:64 Constant:
0:64 4 (const uint)
0:64 5 (const uint)
0:79 Sequence
0:79 move second child to first child ( temp 3-component vector of float)
0:79 'av3' ( global 3-component vector of float)
0:79 Construct vec3 ( global 3-component vector of float)
0:79 'vc1' ( global float)
0:79 'vc2' ( global float)
0:79 'vc3' ( global float)
0:80 Sequence
0:80 move second child to first child ( temp 3-component vector of float)
0:80 'bv3' ( global 3-component vector of float)
0:80 Construct vec3 ( temp 3-component vector of float)
0:80 'vc1' ( global float)
0:80 'vc2' ( global float)
0:80 'vc3' ( global float)
0:82 Function Definition: main( ( global void)
0:82 Function Parameters:
0:84 Sequence
0:84 MemoryBarrier ( global void)
0:86 Test condition and select ( temp void)
0:86 Condition
0:86 Compare Equal ( temp bool)
0:86 Constant:
0:86 1 (const uint)
0:86 2 (const uint)
0:86 3.000000
0:86 4.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 4.000000
0:86 0.000000
0:86 5.000000
0:86 6.000000
0:86 0.000000
0:86 0.000000
0:86 0.000000
0:86 6.000000
0:86 0.000000
0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:86 true case is null
0:88 Test condition and select ( temp void)
0:88 Condition
0:88 Constant:
0:88 true (const bool)
0:88 true case is null
0:? Linker Objects
0:? 'patchIn' ( patch in 4-component vector of float)
0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance})
0:? 'patchOut' ( patch out 4-component vector of float)
0:? 'badp1' ( smooth patch in 4-component vector of float)
0:? 'badp2' ( flat patch in 4-component vector of float)
0:? 'badp3' ( noperspective patch in 4-component vector of float)
0:? 'badp4' ( patch sample in 3-component vector of float)
0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance})
0:? 'ina' ( in 2-component vector of float)
0:? 'inb' ( in 32-element array of 2-component vector of float)
0:? 'inc' ( in 32-element array of 2-component vector of float)
0:? 'ind' ( in 32-element array of 2-component vector of float)
0:? 'bla' ( in block{ in int f})
0:? 'blb' ( in 32-element array of block{ in int f})
0:? 'blc' ( in 32-element array of block{ in int f})
0:? 'bld' ( in 32-element array of block{ in int f})
0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float)
0:? 'pinbi' ( patch in block{ in int a})
0:? 'a' ( const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'b' ( global 2X2 matrix of float)
0:? 'c' ( const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'a2' ( global 2-element array of float)
0:? 'b2' ( global 2-component vector of float)
0:? 'c2' ( global 3X3 matrix of float)
0:? 'd' ( global 2X2 matrix of float)
0:? 'e' ( global structure{ global float a, global int b})
0:? 'e2' ( global structure{ global float a, global int b})
0:? 'e3' ( global structure{ global float a, global int b})
0:? 'a3' ( global int)
0:? 'b3' ( global 2-element array of 4-component vector of float)
0:? 'b4' ( global 2-element array of 4-component vector of float)
0:? 'c3' ( global 4X2 matrix of float)
0:? 'd2' ( global 1-element array of structure{ global float s, global float t})
0:? 'b5' ( global 5-element array of float)
0:? 'single1' ( global structure{ global int f})
0:? 'single2' ( global structure{ global 2-component vector of uint v})
0:? 'single3' ( global structure{ global structure{ global int f} s1})
0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1})
0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'vc1' ( global float)
0:? 'vc2' ( global float)
0:? 'vc3' ( global float)
0:? 'av3' ( global 3-component vector of float)
0:? 'bv3' ( global 3-component vector of float)