For bug #2580: sparseTextureGatherOffsetsARB should only take constant offsets.

This commit is contained in:
Pankaj Mistry
2021-03-24 12:52:23 -07:00
parent 2c7c84c8ac
commit 18cfc3f106
7 changed files with 2440 additions and 2300 deletions

View File

@@ -1,10 +1,14 @@
450.frag
ERROR: 0:63: 'location' : cannot use in a block array where new locations are needed for each block element
ERROR: 0:68: 'early_fragment_tests' : can only apply to a standalone qualifier
ERROR: 2 compilation errors. No code generated.
ERROR: 0:70: 'offsets' : argument must be compile-time constant
ERROR: 0:71: 'offsets' : argument must be compile-time constant
ERROR: 0:72: 'offsets' : argument must be compile-time constant
ERROR: 0:88: 'location' : cannot use in a block array where new locations are needed for each block element
ERROR: 0:93: 'early_fragment_tests' : can only apply to a standalone qualifier
ERROR: 5 compilation errors. No code generated.
Shader version: 450
Requested GL_ARB_sparse_texture2
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
@@ -133,26 +137,107 @@ ERROR: node is still EOpNull!
0:48 2 (const int)
0:48 Constant:
0:48 4.500000
0:53 Function Definition: cull(i1; ( global float)
0:53 Function Parameters:
0:53 'i' ( in int)
0:55 Sequence
0:55 Branch: Return with expression
0:55 Test condition and select ( temp float)
0:55 Condition
0:55 Compare Greater Than or Equal ( temp bool)
0:55 'i' ( in int)
0:55 Constant:
0:55 6 (const int)
0:55 true case
0:55 direct index ( smooth temp float CullDistance)
0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:55 Constant:
0:55 5 (const int)
0:55 false case
0:55 indirect index ( smooth temp float CullDistance)
0:55 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:55 'i' ( in int)
0:61 Function Definition: testOffsets( ( global void)
0:61 Function Parameters:
0:63 Sequence
0:63 Sequence
0:63 move second child to first child ( temp 4-component vector of float)
0:63 'texel' ( temp 4-component vector of float)
0:63 Constant:
0:63 0.000000
0:63 0.000000
0:63 0.000000
0:63 0.000000
0:64 Sequence
0:64 move second child to first child ( temp 4-component vector of int)
0:64 'itexel' ( temp 4-component vector of int)
0:64 Constant:
0:64 0 (const int)
0:64 0 (const int)
0:64 0 (const int)
0:64 0 (const int)
0:66 sparseTextureGatherOffsets ( global int)
0:66 's2D' ( uniform sampler2D)
0:66 'c2' ( smooth in 2-component vector of float)
0:66 Constant:
0:66 1 (const int)
0:66 2 (const int)
0:66 3 (const int)
0:66 4 (const int)
0:66 15 (const int)
0:66 16 (const int)
0:66 -2 (const int)
0:66 0 (const int)
0:66 'texel' ( temp 4-component vector of float)
0:67 sparseTextureGatherOffsets ( global int)
0:67 'is2DArray' ( uniform isampler2DArray)
0:67 'c3' ( smooth in 3-component vector of float)
0:67 Constant:
0:67 1 (const int)
0:67 2 (const int)
0:67 3 (const int)
0:67 4 (const int)
0:67 15 (const int)
0:67 16 (const int)
0:67 -2 (const int)
0:67 0 (const int)
0:67 'itexel' ( temp 4-component vector of int)
0:67 Constant:
0:67 2 (const int)
0:68 sparseTextureGatherOffsets ( global int)
0:68 's2DRectShadow' ( uniform sampler2DRectShadow)
0:68 'c2' ( smooth in 2-component vector of float)
0:68 Constant:
0:68 2.000000
0:68 Constant:
0:68 1 (const int)
0:68 2 (const int)
0:68 3 (const int)
0:68 4 (const int)
0:68 15 (const int)
0:68 16 (const int)
0:68 -2 (const int)
0:68 0 (const int)
0:68 'texel' ( temp 4-component vector of float)
0:70 sparseTextureGatherOffsets ( global int)
0:70 's2D' ( uniform sampler2D)
0:70 'c2' ( smooth in 2-component vector of float)
0:70 'offsets' ( flat in 4-element array of 2-component vector of int)
0:70 'texel' ( temp 4-component vector of float)
0:71 sparseTextureGatherOffsets ( global int)
0:71 'is2DArray' ( uniform isampler2DArray)
0:71 'c3' ( smooth in 3-component vector of float)
0:71 'offsets' ( flat in 4-element array of 2-component vector of int)
0:71 'itexel' ( temp 4-component vector of int)
0:71 Constant:
0:71 2 (const int)
0:72 sparseTextureGatherOffsets ( global int)
0:72 's2DRectShadow' ( uniform sampler2DRectShadow)
0:72 'c2' ( smooth in 2-component vector of float)
0:72 Constant:
0:72 2.000000
0:72 'offsets' ( flat in 4-element array of 2-component vector of int)
0:72 'texel' ( temp 4-component vector of float)
0:78 Function Definition: cull(i1; ( global float)
0:78 Function Parameters:
0:78 'i' ( in int)
0:80 Sequence
0:80 Branch: Return with expression
0:80 Test condition and select ( temp float)
0:80 Condition
0:80 Compare Greater Than or Equal ( temp bool)
0:80 'i' ( in int)
0:80 Constant:
0:80 6 (const int)
0:80 true case
0:80 direct index ( smooth temp float CullDistance)
0:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:80 Constant:
0:80 5 (const int)
0:80 false case
0:80 indirect index ( smooth temp float CullDistance)
0:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:80 'i' ( in int)
0:? Linker Objects
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
@@ -163,6 +248,12 @@ ERROR: node is still EOpNull!
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 's2D' ( uniform sampler2D)
0:? 'is2DArray' ( uniform isampler2DArray)
0:? 's2DRectShadow' ( uniform sampler2DRectShadow)
0:? 'offsets' ( flat in 4-element array of 2-component vector of int)
0:? 'c2' ( smooth in 2-component vector of float)
0:? 'c3' ( smooth in 3-component vector of float)
0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:? 'f' ( smooth in float)
@@ -172,6 +263,7 @@ Linked fragment stage:
Shader version: 450
Requested GL_ARB_sparse_texture2
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
@@ -279,6 +371,12 @@ ERROR: node is still EOpNull!
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 's2D' ( uniform sampler2D)
0:? 'is2DArray' ( uniform isampler2DArray)
0:? 's2DRectShadow' ( uniform sampler2DRectShadow)
0:? 'offsets' ( flat in 4-element array of 2-component vector of int)
0:? 'c2' ( smooth in 2-component vector of float)
0:? 'c3' ( smooth in 3-component vector of float)
0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:? 'f' ( smooth in float)