Tessellation partial implementation (not ready for use yet), including:
- the built-in constants - built-in variable declarations, some dependent on gl_MaxPatchVertices - layout qualifier for vertices (shared with geometry shader max_vertices) - layout qualifiers for vertex spacing, vertex order, point mode, and primitive type - link semantics for layout qualifiers Still TBD: - patch qualifier and arrayed input handling - sizing of gl_out[] - additional semantic checking - supporting the extension on version 150 git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24468 e7fa87d3-cd2b-0410-9028-fcbf551c1848
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@@ -1,19 +1,118 @@
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400.tese
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Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.
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ERROR: 0:5: 'barrier' : no matching overloaded function found
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ERROR: 1 compilation errors. No code generated.
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ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:5: 'triangles' : cannot change previously set input primitive
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ERROR: 0:6: 'isolines' : cannot change previously set input primitive
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ERROR: 0:9: 'ccw' : cannot change previously set vertex order
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ERROR: 0:12: 'equal_spacing' : cannot change previously set vertex spacing
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ERROR: 0:13: 'fractional_even_spacing' : cannot change previously set vertex spacing
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ERROR: 0:19: 'barrier' : no matching overloaded function found
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ERROR: 7 compilation errors. No code generated.
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input primitive = quads
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vertex spacing = fractional_odd_spacing
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triangle order = cw
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using point mode
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ERROR: node is still EOpNull!
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0:3 Function Definition: main( (void)
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0:3 Function Parameters:
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0:5 Sequence
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0:5 Constant:
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0:5 0.000000
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0:17 Function Definition: main( (void)
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0:17 Function Parameters:
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0:19 Sequence
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0:19 Constant:
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0:19 0.000000
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0:21 Sequence
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0:21 move second child to first child (int)
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0:21 'a' (int)
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0:21 Constant:
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0:21 1512 (const int)
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0:29 Sequence
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0:29 move second child to first child (4-component vector of float)
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0:29 'p' (4-component vector of float)
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0:29 gl_Position: direct index for structure (4-component vector of float)
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0:29 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:29 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:29 Constant:
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0:29 1 (const int)
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0:29 Constant:
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0:29 0 (const int)
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0:30 Sequence
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0:30 move second child to first child (float)
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0:30 'ps' (float)
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0:30 gl_PointSize: direct index for structure (float)
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0:30 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:30 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:30 Constant:
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0:30 1 (const int)
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0:30 Constant:
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0:30 1 (const int)
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0:31 Sequence
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0:31 move second child to first child (float)
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0:31 'cd' (float)
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0:31 direct index (float)
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0:31 gl_ClipDistance: direct index for structure (unsized array of float)
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0:31 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:31 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:31 Constant:
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0:31 1 (const int)
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0:31 Constant:
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0:31 2 (const int)
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0:31 Constant:
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0:31 2 (const int)
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0:33 Sequence
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0:33 move second child to first child (int)
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0:33 'pvi' (int)
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0:33 'gl_PatchVerticesIn' (in int)
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0:34 Sequence
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0:34 move second child to first child (int)
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0:34 'pid' (int)
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0:34 'gl_PrimitiveID' (in int)
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0:35 Sequence
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0:35 move second child to first child (3-component vector of float)
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0:35 'tc' (3-component vector of float)
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0:35 'gl_TessCoord' (in 3-component vector of float)
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0:36 Sequence
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0:36 move second child to first child (float)
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0:36 'tlo' (float)
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0:36 direct index (patch float)
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0:36 'gl_TessLevelOuter' (patch in 4-element array of float)
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0:36 Constant:
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0:36 3 (const int)
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0:37 Sequence
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0:37 move second child to first child (float)
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0:37 'tli' (float)
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0:37 direct index (patch float)
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0:37 'gl_TessLevelInner' (patch in 2-element array of float)
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0:37 Constant:
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0:37 1 (const int)
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0:39 move second child to first child (4-component vector of float)
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0:39 gl_Position: direct index for structure (gl_Position 4-component vector of float)
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0:39 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:39 Constant:
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0:39 0 (const uint)
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0:39 'p' (4-component vector of float)
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0:40 move second child to first child (float)
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0:40 gl_PointSize: direct index for structure (gl_PointSize float)
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0:40 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:40 Constant:
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0:40 1 (const uint)
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0:40 'ps' (float)
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0:41 move second child to first child (float)
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0:41 direct index (float)
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0:41 gl_ClipDistance: direct index for structure (unsized array of float)
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0:41 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})
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0:41 Constant:
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0:41 2 (const uint)
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0:41 Constant:
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0:41 2 (const int)
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0:41 'cd' (float)
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0:? Linker Objects
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Linked tessellation evaluation stage:
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input primitive = quads
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vertex spacing = fractional_odd_spacing
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triangle order = cw
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using point mode
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