glslang/Test/baseResults/glsl.140.layoutOffset.error.vert.out
Roy.li 08328fea5a
Fix xfb stride limit issue (#2088)
* Fix xfb_stride limit issue

Unsized array can't apply to transform trace. layout qualifier "offset" require GL_ARB_enhanced_layouts enable or glsl core version > 440.

* Add negative test for xfb limit

* update case result

* Fix compile information issue

Fix compile information issue and test comment issue.

* remove es profile condition, use profileRequires to limit.

* Fix xfb_stride limit issue

Unsized array can't apply to transform trace. layout qualifier "offset" require GL_ARB_enhanced_layouts enable or glsl core version > 440.
Add negative test for xfb limit

* Move es profile check out of version number check

* Adjust error information and related cases

remove the new version check, refine original version check.

* Revert condition for vulkan, and remove redundant test code.
2020-06-09 02:30:14 -06:00

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glsl.140.layoutOffset.error.vert
ERROR: 0:5: 'offset' : not supported with this profile: none
ERROR: 0:5: '"offset" on block member' : not supported for this version or the enabled extensions
ERROR: 2 compilation errors. No code generated.
Shader version: 140
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'out_vs' ( smooth out 4-component vector of float)
0:13 add ( temp 4-component vector of float)
0:13 'in_vs' ( in 4-component vector of float)
0:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:13 Constant:
0:13 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:? 'in_vs' ( in 4-component vector of float)
0:? 'out_vs' ( smooth out 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 140
ERROR: node is still EOpNull!
0:11 Function Definition: main( ( global void)
0:11 Function Parameters:
0:13 Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'out_vs' ( smooth out 4-component vector of float)
0:13 add ( temp 4-component vector of float)
0:13 'in_vs' ( in 4-component vector of float)
0:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:13 Constant:
0:13 0 (const uint)
0:? Linker Objects
0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
0:? 'in_vs' ( in 4-component vector of float)
0:? 'out_vs' ( smooth out 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)