mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-14 13:51:04 +00:00
cf0206c341
r26245: Remove "not yet complete" warning for versions 130 and 140, after tidying up a bit and adding tests. Token pasting is the only known missing feature, and gives its own message now on use. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@26226 e7fa87d3-cd2b-0410-9028-fcbf551c1848
171 lines
16 KiB
Plaintext
171 lines
16 KiB
Plaintext
440.vert
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Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.
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ERROR: 0:8: 'component' : type overflows the available 4 components
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ERROR: 0:15: 'component' : component is too large
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ERROR: 0:23: 'location' : overlapping use of location 4
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ERROR: 0:26: 'location' : overlapping use of location 2
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ERROR: 0:31: 'location' : overlapping use of location 15
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ERROR: 0:32: 'location' : overlapping use of location 10
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ERROR: 0:37: 'location' : overlapping use of location 20
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ERROR: 0:39: 'component' : type overflows the available 4 components
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ERROR: 0:40: 'component' : type overflows the available 4 components
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ERROR: 0:42: 'component' : cannot apply to a matrix, structure, or block
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ERROR: 0:43: 'component' : cannot apply to a matrix, structure, or block
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ERROR: 0:44: 'component' : cannot apply to a matrix, structure, or block
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ERROR: 0:46: 'component' : must specify 'location' to use 'component'
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ERROR: 0:52: 'location' : overlapping use of location 40
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ERROR: 0:54: 'component' : type overflows the available 4 components
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ERROR: 0:55: 'component' : type overflows the available 4 components
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ERROR: 0:57: 'component' : cannot apply to a matrix, structure, or block
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ERROR: 0:58: 'component' : cannot apply to a matrix, structure, or block
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ERROR: 0:61: 'location' : cannot declare a default, use a full declaration
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ERROR: 0:81: 'xfb layout qualifier' : can only be used on an output
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ERROR: 0:87: 'xfb_offset' : cannot declare a default, use a full declaration
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ERROR: 0:97: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
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ERROR: 0:102: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
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ERROR: 0:102: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3
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ERROR: 0:103: 'xfb_offset' : overlapping offsets at offset 0 in buffer 2
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ERROR: 0:105: 'xfb_offset' : overlapping offsets at offset 24 in buffer 2
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ERROR: 0:108: 'xfb_stride' : all stride settings must match for xfb buffer 15
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ERROR: 0:112: 'xfb_offset' : overlapping offsets at offset 4 in buffer 1
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ERROR: 0:114: 'xfb_stride' : all stride settings must match for xfb buffer 3
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ERROR: 0:115: 'xfb_stride' : all stride settings must match for xfb buffer 3
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ERROR: 0:119: 'xfb_stride' : all stride settings must match for xfb buffer 3
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ERROR: 0:117: 'xfb_stride' : all stride settings must match for xfb buffer 3
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ERROR: 0:138: 'xfb_offset' : overlapping offsets at offset 64 in buffer 0
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ERROR: 0:143: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
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ERROR: 0:144: 'xfb_offset' : must be a multiple of size of first component
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ERROR: 0:145: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8
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ERROR: 0:147: 'xfb_offset' : must be a multiple of size of first component
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ERROR: 0:148: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8
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ERROR: 0:152: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
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ERROR: 0:155: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
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ERROR: 0:155: 'xfb_stride' : 1/4 stride is too large: gl_MaxTransformFeedbackInterleavedComponents is 64
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ERROR: 0:157: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
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ERROR: 42 compilation errors. No code generated.
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Shader version: 440
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in xfb mode
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ERROR: node is still EOpNull!
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0:? Linker Objects
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0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float)
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0:? 'b' (layout(location=2 component=1 ) in float)
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0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float)
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0:? 'd' (layout(location=0 component=3 ) in 4-element array of float)
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0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float)
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0:? 'f' (layout(location=4 component=3 ) in 5-element array of float)
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0:? 'g' (layout(location=9 ) in 6-element array of float)
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0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float)
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0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float)
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0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float)
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0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float)
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0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float)
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0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float)
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0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float)
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0:? 's' (layout(location=15 component=3 ) smooth out float)
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0:? 't' (layout(location=10 component=1 ) smooth out float)
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0:? 'u' (layout(location=20 component=2 ) smooth out float)
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0:? 'v' (layout(location=20 component=0 ) smooth out float)
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0:? 'w' (layout(location=20 component=3 ) smooth out float)
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0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float)
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0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)
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0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)
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0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{int a})
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0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
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0:? 'bc' (layout(location=63 component=1 ) smooth out float)
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0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{int a} Ss})
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0:? 'be' (layout(location=50 component=3 ) smooth out int)
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0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
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0:? 'bbinst1' (out block{out 4-component vector of float bbv})
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0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})
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0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv})
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0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv})
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0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
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0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)
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0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})
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0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
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0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6})
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0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float)
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0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)
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0:? 'bl' (layout(xfb_stride=48 ) smooth out float)
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0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})
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0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})
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0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{int a} s})
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0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
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0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
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0:? 'gl_VertexID' (gl_VertexId int)
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0:? 'gl_InstanceID' (gl_InstanceId int)
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Linked vertex stage:
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ERROR: Linking vertex stage: Missing entry point: Each stage requires one "void main()" entry point
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ERROR: Linking vertex stage: xfb_stride is too small to hold all buffer entries:
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ERROR: xfb_buffer 0, xfb_stride 92, minimum stride needed: 96
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ERROR: Linking vertex stage: xfb_stride must be multiple of 8 for buffer holding a double:
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ERROR: xfb_buffer 0, xfb_stride 92
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ERROR: Linking vertex stage: xfb_stride must be multiple of 4:
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ERROR: xfb_buffer 5, xfb_stride 6
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ERROR: Linking vertex stage: xfb_stride is too large:
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ERROR: xfb_buffer 7, components (1/4 stride) needed are 66, gl_MaxTransformFeedbackInterleavedComponents is 64
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Shader version: 440
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in xfb mode
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ERROR: node is still EOpNull!
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0:? Linker Objects
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0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float)
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0:? 'b' (layout(location=2 component=1 ) in float)
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0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float)
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0:? 'd' (layout(location=0 component=3 ) in 4-element array of float)
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0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float)
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0:? 'f' (layout(location=4 component=3 ) in 5-element array of float)
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0:? 'g' (layout(location=9 ) in 6-element array of float)
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0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float)
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0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float)
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0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float)
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0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float)
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0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float)
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0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float)
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0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float)
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0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float)
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0:? 's' (layout(location=15 component=3 ) smooth out float)
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0:? 't' (layout(location=10 component=1 ) smooth out float)
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0:? 'u' (layout(location=20 component=2 ) smooth out float)
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0:? 'v' (layout(location=20 component=0 ) smooth out float)
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0:? 'w' (layout(location=20 component=3 ) smooth out float)
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0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float)
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0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)
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0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)
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0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
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0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{int a})
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0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
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0:? 'bc' (layout(location=63 component=1 ) smooth out float)
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0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{int a} Ss})
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0:? 'be' (layout(location=50 component=3 ) smooth out int)
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0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
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0:? 'bbinst1' (out block{out 4-component vector of float bbv})
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0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})
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0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv})
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0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv})
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0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
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0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)
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0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})
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0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
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0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6})
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0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float)
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0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)
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0:? 'bl' (layout(xfb_stride=48 ) smooth out float)
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0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})
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0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})
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0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{int a} s})
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0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
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0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
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0:? 'gl_VertexID' (gl_VertexId int)
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0:? 'gl_InstanceID' (gl_InstanceId int)
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