mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-14 22:01:04 +00:00
94c18a84cd
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.
193 lines
13 KiB
Plaintext
193 lines
13 KiB
Plaintext
330.frag
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ERROR: 0:27: 'block declaration' : cannot redeclare block: gl_block
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ERROR: 0:31: 'gl_name' : identifiers starting with "gl_" are reserved
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ERROR: 0:32: 'gl_i' : identifiers starting with "gl_" are reserved
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ERROR: 0:35: 'gl_in' : no declaration found for redeclaration
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ERROR: 0:39: 'gl_FragCoord' : cannot redeclare a non block as a block
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ERROR: 0:44: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:44: 'layout-id value' : cannot be negative
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ERROR: 0:45: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:46: 'layout-id value' : scalar integer expression required
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ERROR: 0:46: 'location' : location is too large
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ERROR: 0:47: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:48: 'non-literal layout-id value' : not supported for this version or the enabled extensions
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ERROR: 0:52: 'f2' : cannot use layout qualifiers on structure members
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ERROR: 0:57: 'location on block member' : not supported for this version or the enabled extensions
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ERROR: 0:62: 'location on block member' : can only use in an in/out block
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ERROR: 0:62: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:60: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:68: 'layout-id value' : cannot be negative
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ERROR: 0:69: 'layout-id value' : cannot be negative
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ERROR: 0:76: 'f2' : cannot use layout qualifiers on structure members
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ERROR: 0:91: 'location on block member' : can only use in an in/out block
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ERROR: 0:91: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:91: 'location' : overlapping use of location 3
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ERROR: 0:89: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
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ERROR: 0:94: 'location' : either the block needs a location, or all members need a location, or no members have a location
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ERROR: 0:108: 'A' : cannot use layout qualifiers on structure members
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ERROR: 0:119: 'location' : overlapping use of location 44
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ERROR: 0:122: 'index' : can only be used with an explicit location
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ERROR: 0:124: 'location' : overlapping use of location 0
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ERROR: 0:125: 'index' : can only be used on an output
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ERROR: 0:126: 'index' : can only be used on an output
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ERROR: 0:126: 'location/component/index' : cannot declare a default, use a full declaration
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ERROR: 0:127: 'location/component/index' : cannot declare a default, use a full declaration
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ERROR: 0:128: 'output block' : not supported in this stage: fragment
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ERROR: 0:140: 'textureQueryLod' : no matching overloaded function found
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ERROR: 0:140: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
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ERROR: 0:141: 'textureQueryLod' : no matching overloaded function found
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ERROR: 0:141: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
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ERROR: 0:152: 'index' : value must be 0 or 1
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ERROR: 39 compilation errors. No code generated.
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Shader version: 330
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Requested GL_ARB_enhanced_layouts
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Requested GL_ARB_separate_shader_objects
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ERROR: node is still EOpNull!
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:10 'varyingVar' ( smooth in 4-component vector of float)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 direct index ( temp 4-component vector of float FragData)
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0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
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0:11 Constant:
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0:11 1 (const int)
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0:11 'inVar' ( smooth in 4-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp int)
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0:12 'buffer' ( temp int)
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0:12 Constant:
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0:12 4 (const int)
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0:21 Function Definition: foo( ( global void)
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0:21 Function Parameters:
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0:23 Sequence
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0:23 Sequence
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0:23 move second child to first child ( temp 4-component vector of float)
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0:23 'c' ( temp 4-component vector of float)
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0:23 gl_Color: direct index for structure ( in 4-component vector of float Color)
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0:23 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
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0:23 Constant:
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0:23 2 (const uint)
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0:24 move second child to first child ( temp 4-component vector of float)
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0:24 'outVar' (layout( location=0 index=0) out 4-component vector of float)
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0:24 'inVar' ( smooth in 4-component vector of float)
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0:133 Function Definition: qlod( ( global void)
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0:133 Function Parameters:
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0:? Sequence
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0:140 'lod' ( temp 2-component vector of float)
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0:141 'lod' ( temp 2-component vector of float)
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0:147 Function Definition: fooKeyMem( ( global void)
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0:147 Function Parameters:
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0:149 Sequence
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0:149 precise: direct index for structure ( global int)
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0:149 'KeyMem' ( global structure{ global int precise})
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0:149 Constant:
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0:149 0 (const int)
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0:? Linker Objects
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0:? 'inVar' ( smooth in 4-component vector of float)
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0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float)
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0:? 'varyingVar' ( smooth in 4-component vector of float)
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0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
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0:? 'gl_name' ( in block{ in int gl_i})
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0:? 'start' ( const int)
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0:? 6 (const int)
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0:? 'v1' ( smooth in 4-component vector of float)
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0:? 'v2' (layout( location=8) smooth in 4-component vector of float)
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0:? 'v20' ( smooth in 4-component vector of float)
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0:? 'v21' (layout( location=60) smooth in float)
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0:? 'v22' (layout( location=2) smooth in float)
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0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2})
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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})
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0:? 'v3' (layout( location=6) smooth in 4-component vector of float)
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0:? 'v4' ( smooth in 4-component vector of float)
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0:? 'v5' ( smooth in 4-component vector of float)
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0:? 'v6' (layout( location=30) smooth in 4-component vector of float)
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0:? 'v23' (layout( location=61) smooth in float)
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0:? 'v24' (layout( location=62) smooth in float)
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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})
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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})
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0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2})
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0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
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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})
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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})
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0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float)
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0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float)
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0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a})
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0:? 'samp1D' ( uniform sampler1D)
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0:? 'samp2Ds' ( uniform sampler2DShadow)
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0:? 'precise' ( global int)
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0:? 'KeyMem' ( global structure{ global int precise})
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0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)
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Linked fragment stage:
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ERROR: Linking fragment stage: Cannot use gl_FragColor or gl_FragData when using user-defined outputs
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ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
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Shader version: 330
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Requested GL_ARB_enhanced_layouts
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Requested GL_ARB_separate_shader_objects
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ERROR: node is still EOpNull!
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0:8 Function Definition: main( ( global void)
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0:8 Function Parameters:
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0:10 Sequence
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0:10 move second child to first child ( temp 4-component vector of float)
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0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
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0:10 'varyingVar' ( smooth in 4-component vector of float)
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0:11 move second child to first child ( temp 4-component vector of float)
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0:11 direct index ( temp 4-component vector of float FragData)
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0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData)
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0:11 Constant:
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0:11 1 (const int)
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0:11 'inVar' ( smooth in 4-component vector of float)
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0:12 Sequence
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0:12 move second child to first child ( temp int)
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0:12 'buffer' ( temp int)
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0:12 Constant:
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0:12 4 (const int)
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0:? Linker Objects
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0:? 'inVar' ( smooth in 4-component vector of float)
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0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float)
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0:? 'varyingVar' ( smooth in 4-component vector of float)
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0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, })
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0:? 'gl_name' ( in block{ in int gl_i})
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0:? 'start' ( const int)
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0:? 6 (const int)
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0:? 'v1' ( smooth in 4-component vector of float)
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0:? 'v2' (layout( location=8) smooth in 4-component vector of float)
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0:? 'v20' ( smooth in 4-component vector of float)
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0:? 'v21' (layout( location=60) smooth in float)
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0:? 'v22' (layout( location=2) smooth in float)
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0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2})
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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})
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0:? 'v3' (layout( location=6) smooth in 4-component vector of float)
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0:? 'v4' ( smooth in 4-component vector of float)
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0:? 'v5' ( smooth in 4-component vector of float)
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0:? 'v6' (layout( location=30) smooth in 4-component vector of float)
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0:? 'v23' (layout( location=61) smooth in float)
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0:? 'v24' (layout( location=62) smooth in float)
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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})
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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})
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0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2})
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0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2})
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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})
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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})
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0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float)
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0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float)
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0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float)
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0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a})
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0:? 'samp1D' ( uniform sampler1D)
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0:? 'samp2Ds' ( uniform sampler2DShadow)
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0:? 'precise' ( global int)
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0:? 'KeyMem' ( global structure{ global int precise})
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0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)
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