glslang/Test/baseResults/330.frag.out
John Kessenich 94c18a84cd GLSL: Fix bug setting component=0 for an auto-location assignment.
Setting component=0 is later taken to mean the shader did so, which
is not always legal. It should instead set the component as not set
by the shader.
2017-06-04 13:17:20 -06:00

193 lines
13 KiB
Plaintext

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