glslang/Test/baseResults/aggOps.frag.out
John Kessenich cf0206c341 Restore r26245 and all tests and test results since 4/1:
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
2014-04-14 15:46:40 +00:00

299 lines
13 KiB
Plaintext

../../LunarGLASS/test/aggOps.frag
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
WARNING: 0:6: varying deprecated in version 130; may be removed in future release
Shader version: 130
0:? Sequence
0:23 Function Definition: main( (void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child (3-element array of structure{int i, float f})
0:27 'a' (3-element array of structure{int i, float f})
0:27 Construct structure (3-element array of structure{int i, float f})
0:27 Construct structure (structure{int i, float f})
0:27 Convert float to int (int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure (structure{int i, float f})
0:27 Convert float to int (int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child (3-element array of structure{int i, float f})
0:28 'b' (3-element array of structure{int i, float f})
0:28 Construct structure (3-element array of structure{int i, float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure (structure{int i, float f})
0:28 Convert float to int (int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure (structure{int i, float f})
0:28 Convert float to int (int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select (void)
0:30 Condition
0:30 Compare Equal (bool)
0:30 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:30 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:30 true case
0:31 move second child to first child (4-component vector of float)
0:31 'v' (4-component vector of float)
0:31 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:31 'sampler' (uniform sampler2D)
0:31 'coord' (smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child (4-component vector of float)
0:33 'v' (4-component vector of float)
0:33 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:33 'sampler' (uniform sampler2D)
0:33 vector-scale (2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' (smooth in 2-component vector of float)
0:35 Test condition and select (void)
0:35 Condition
0:35 Compare Equal (bool)
0:35 'u' (smooth in 4-component vector of float)
0:35 'v' (4-component vector of float)
0:35 true case
0:36 vector scale second child into first child (4-component vector of float)
0:36 'v' (4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select (void)
0:38 Condition
0:38 Compare Not Equal (bool)
0:38 'u' (smooth in 4-component vector of float)
0:38 'v' (4-component vector of float)
0:38 true case
0:39 vector scale second child into first child (4-component vector of float)
0:39 'v' (4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select (void)
0:41 Condition
0:41 Compare Equal (bool)
0:41 'coord' (smooth in 2-component vector of float)
0:41 vector swizzle (2-component vector of float)
0:41 'v' (4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child (4-component vector of float)
0:42 'v' (4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select (void)
0:44 Condition
0:44 Compare Equal (bool)
0:44 'a' (3-element array of structure{int i, float f})
0:44 'b' (3-element array of structure{int i, float f})
0:44 true case
0:45 vector scale second child into first child (4-component vector of float)
0:45 'v' (4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select (void)
0:47 Condition
0:47 Compare Not Equal (bool)
0:47 'a' (3-element array of structure{int i, float f})
0:47 'b' (3-element array of structure{int i, float f})
0:47 true case
0:48 vector scale second child into first child (4-component vector of float)
0:48 'v' (4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child (4-component vector of float)
0:50 'gl_FragColor' (fragColor 4-component vector of float)
0:50 'v' (4-component vector of float)
0:? Linker Objects
0:? 'sampler' (uniform sampler2D)
0:? 'coord' (smooth in 2-component vector of float)
0:? 'u' (smooth in 4-component vector of float)
0:? 'w' (smooth in 4-component vector of float)
0:? 'foo1' (uniform structure{int i, float f})
0:? 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:? 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
Linked fragment stage:
Shader version: 130
0:? Sequence
0:23 Function Definition: main( (void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child (3-element array of structure{int i, float f})
0:27 'a' (3-element array of structure{int i, float f})
0:27 Construct structure (3-element array of structure{int i, float f})
0:27 Construct structure (structure{int i, float f})
0:27 Convert float to int (int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure (structure{int i, float f})
0:27 Convert float to int (int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child (3-element array of structure{int i, float f})
0:28 'b' (3-element array of structure{int i, float f})
0:28 Construct structure (3-element array of structure{int i, float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure (structure{int i, float f})
0:28 Convert float to int (int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure (structure{int i, float f})
0:28 Convert float to int (int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select (void)
0:30 Condition
0:30 Compare Equal (bool)
0:30 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:30 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:30 true case
0:31 move second child to first child (4-component vector of float)
0:31 'v' (4-component vector of float)
0:31 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:31 'sampler' (uniform sampler2D)
0:31 'coord' (smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child (4-component vector of float)
0:33 'v' (4-component vector of float)
0:33 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:33 'sampler' (uniform sampler2D)
0:33 vector-scale (2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' (smooth in 2-component vector of float)
0:35 Test condition and select (void)
0:35 Condition
0:35 Compare Equal (bool)
0:35 'u' (smooth in 4-component vector of float)
0:35 'v' (4-component vector of float)
0:35 true case
0:36 vector scale second child into first child (4-component vector of float)
0:36 'v' (4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select (void)
0:38 Condition
0:38 Compare Not Equal (bool)
0:38 'u' (smooth in 4-component vector of float)
0:38 'v' (4-component vector of float)
0:38 true case
0:39 vector scale second child into first child (4-component vector of float)
0:39 'v' (4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select (void)
0:41 Condition
0:41 Compare Equal (bool)
0:41 'coord' (smooth in 2-component vector of float)
0:41 vector swizzle (2-component vector of float)
0:41 'v' (4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child (4-component vector of float)
0:42 'v' (4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select (void)
0:44 Condition
0:44 Compare Equal (bool)
0:44 'a' (3-element array of structure{int i, float f})
0:44 'b' (3-element array of structure{int i, float f})
0:44 true case
0:45 vector scale second child into first child (4-component vector of float)
0:45 'v' (4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select (void)
0:47 Condition
0:47 Compare Not Equal (bool)
0:47 'a' (3-element array of structure{int i, float f})
0:47 'b' (3-element array of structure{int i, float f})
0:47 true case
0:48 vector scale second child into first child (4-component vector of float)
0:48 'v' (4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child (4-component vector of float)
0:50 'gl_FragColor' (fragColor 4-component vector of float)
0:50 'v' (4-component vector of float)
0:? Linker Objects
0:? 'sampler' (uniform sampler2D)
0:? 'coord' (smooth in 2-component vector of float)
0:? 'u' (smooth in 4-component vector of float)
0:? 'w' (smooth in 4-component vector of float)
0:? 'foo1' (uniform structure{int i, float f})
0:? 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:? 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})