glslang/Test/baseResults/link.multiBlocksValid.1.0.vert.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

167 lines
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link.multiBlocksValid.1.0.vert
Shader version: 430
0:? Sequence
0:26 Function Definition: main( ( global void)
0:26 Function Parameters:
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'oColor' ( smooth out 4-component vector of float)
0:28 component-wise multiply ( temp 4-component vector of float)
0:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:28 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:28 Constant:
0:28 0 (const int)
0:28 Function Call: getColor2( ( global 4-component vector of float)
0:29 move second child to first child ( temp 4-component vector of float)
0:29 v1: direct index for structure ( out 4-component vector of float)
0:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:29 Constant:
0:29 0 (const int)
0:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:29 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:29 Constant:
0:29 0 (const int)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:31 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
0:31 Constant:
0:31 0 (const uint)
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:31 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 0 (const int)
0:31 Function Call: getWorld( ( global 4-component vector of float)
0:? Linker Objects
0:? 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:? 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:? 'oColor' ( smooth 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 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
link.multiBlocksValid.1.1.vert
Shader version: 430
0:? Sequence
0:24 Function Definition: getColor2( ( global 4-component vector of float)
0:24 Function Parameters:
0:26 Sequence
0:26 Branch: Return with expression
0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
0:26 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:26 Constant:
0:26 1 (const int)
0:29 Function Definition: getWorld( ( global 4-component vector of float)
0:29 Function Parameters:
0:31 Sequence
0:31 Branch: Return with expression
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
0:31 'b' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 1 (const int)
0:31 'P' ( in 4-component vector of float)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 v2: direct index for structure ( out 4-component vector of float)
0:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:? Linker Objects
0:? 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:? 'b' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:? 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:? 'P' ( in 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
vertex stage: Block: ColorBlock Instance: c: ""
vertex stage: Block: ColorBlock Instance: a: ""
WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
vertex stage: Block: Block Instance: a: ""
vertex stage: Block: Block Instance: b: ""
WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
vertex stage: Block: Vertex Instance: b: ""
vertex stage: Block: Vertex Instance: c: ""
Shader version: 430
0:? Sequence
0:26 Function Definition: main( ( global void)
0:26 Function Parameters:
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'oColor' ( smooth out 4-component vector of float)
0:28 component-wise multiply ( temp 4-component vector of float)
0:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:28 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:28 Constant:
0:28 0 (const int)
0:28 Function Call: getColor2( ( global 4-component vector of float)
0:29 move second child to first child ( temp 4-component vector of float)
0:29 v1: direct index for structure ( out 4-component vector of float)
0:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:29 Constant:
0:29 0 (const int)
0:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:29 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:29 Constant:
0:29 0 (const int)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:31 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
0:31 Constant:
0:31 0 (const uint)
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:31 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 0 (const int)
0:31 Function Call: getWorld( ( global 4-component vector of float)
0:24 Function Definition: getColor2( ( global 4-component vector of float)
0:24 Function Parameters:
0:26 Sequence
0:26 Branch: Return with expression
0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
0:26 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:26 Constant:
0:26 1 (const int)
0:29 Function Definition: getWorld( ( global 4-component vector of float)
0:29 Function Parameters:
0:31 Sequence
0:31 Branch: Return with expression
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
0:31 'b' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 1 (const int)
0:31 'P' ( in 4-component vector of float)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 v2: direct index for structure ( out 4-component vector of float)
0:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:? Linker Objects
0:? 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:? 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:? 'oColor' ( smooth 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 1-element array of float ClipDistance gl_ClipDistance})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
0:? 'P' ( in 4-component vector of float)