Specifically, make GLSL link error messages more specific and output only information relevant to the error. Also change type printing to more closely reflect GLSL syntax. This is the default for link error messages, but must me enabled with the new option --enhanced-msgs for compilation error messages. Also with --enhanced-msgs, only emit one error message per source line.
301 lines
18 KiB
Plaintext
301 lines
18 KiB
Plaintext
310.tese
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ERROR: 0:7: 'vertices' : there is no such layout identifier for this stage taking an assigned value
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ERROR: 0:9: 'triangles' : cannot change previously set input primitive
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ERROR: 0:10: 'isolines' : cannot change previously set input primitive
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ERROR: 0:12: 'ccw' : cannot change previously set vertex order
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ERROR: 0:16: 'equal_spacing' : cannot change previously set vertex spacing
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ERROR: 0:17: 'fractional_even_spacing' : cannot change previously set vertex spacing
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ERROR: 0:22: 'patch' : can only use on input in tessellation-evaluation shader
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ERROR: 0:26: 'barrier' : no matching overloaded function found
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ERROR: 0:37: 'gl_PointSize' : required extension not requested: Possible extensions include:
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GL_EXT_tessellation_point_size
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GL_OES_tessellation_point_size
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ERROR: 0:38: 'gl_ClipDistance' : no such field in structure 'gl_in'
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ERROR: 0:38: 'expression' : left of '[' is not of type array, matrix, or vector
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ERROR: 0:47: 'gl_PointSize' : required extension not requested: Possible extensions include:
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GL_EXT_tessellation_point_size
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GL_OES_tessellation_point_size
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ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier
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ERROR: 0:48: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector
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ERROR: 0:48: 'assign' : l-value required (can't modify a const)
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ERROR: 0:51: 'patch' : cannot use interpolation qualifiers with patch
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ERROR: 0:52: 'patch' : cannot use interpolation qualifiers with patch
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ERROR: 0:53: 'noperspective' : Reserved word.
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ERROR: 0:53: 'noperspective' : not supported for this version or the enabled extensions
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ERROR: 0:53: 'patch' : cannot use interpolation qualifiers with patch
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ERROR: 0:54: 'sample' : Reserved word.
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ERROR: 0:54: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
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ERROR: 0:63: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
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ERROR: 0:68: 'quads' : cannot apply to 'out'
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ERROR: 0:68: 'cw' : can only apply to 'in'
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ERROR: 0:69: 'triangles' : cannot apply to 'out'
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ERROR: 0:70: 'isolines' : cannot apply to 'out'
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ERROR: 0:71: 'cw' : can only apply to 'in'
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ERROR: 0:72: 'fractional_odd_spacing' : can only apply to 'in'
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ERROR: 0:73: 'equal_spacing' : can only apply to 'in'
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ERROR: 0:74: 'fractional_even_spacing' : can only apply to 'in'
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ERROR: 0:75: 'point_mode' : can only apply to 'in'
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ERROR: 0:77: 'in' : type must be an array: ina
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ERROR: 0:79: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
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ERROR: 0:82: 'in' : type must be an array: bla
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ERROR: 0:90: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
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ERROR: 0:100: 'location' : overlapping use of location 24
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ERROR: 0:103: 'location' : overlapping use of location 24
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ERROR: 0:105: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved
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ERROR: 0:113: 'sample' : Reserved word.
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ERROR: 0:119: 'gl_PointSize' : no such field in structure 'gl_in'
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ERROR: 0:119: '=' : cannot convert from ' temp block{ in highp 4-component vector of float Position gl_Position}' to ' temp highp float'
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ERROR: 0:127: 'gl_BoundingBoxOES' : undeclared identifier
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ERROR: 43 compilation errors. No code generated.
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Shader version: 310
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Requested GL_ARB_separate_shader_objects
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Requested GL_EXT_primitive_bounding_box
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Requested GL_EXT_shader_io_blocks
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Requested GL_EXT_tessellation_shader
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Requested GL_OES_shader_io_blocks
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Requested GL_OES_tessellation_point_size
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Requested GL_OES_tessellation_shader
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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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0:24 Function Definition: main( ( global void)
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0:24 Function Parameters:
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0:26 Sequence
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0:26 Constant:
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0:26 0.000000
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0:28 Sequence
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0:28 move second child to first child ( temp highp int)
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0:28 'a' ( temp highp int)
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0:28 Constant:
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0:28 1512 (const int)
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0:36 Sequence
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0:36 move second child to first child ( temp highp 4-component vector of float)
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0:36 'p' ( temp highp 4-component vector of float)
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0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
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0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:36 Constant:
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0:36 1 (const int)
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0:36 Constant:
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0:36 0 (const int)
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0:37 Sequence
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0:37 move second child to first child ( temp highp float)
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0:37 'ps' ( temp highp float)
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0:37 gl_PointSize: direct index for structure ( in highp float PointSize)
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0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:37 Constant:
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0:37 1 (const int)
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0:37 Constant:
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0:37 1 (const int)
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0:38 Sequence
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0:38 move second child to first child ( temp highp float)
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0:38 'cd' ( temp highp float)
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0:38 Constant:
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0:38 0.000000
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0:40 Sequence
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0:40 move second child to first child ( temp highp int)
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0:40 'pvi' ( temp highp int)
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0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices)
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0:41 Sequence
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0:41 move second child to first child ( temp highp int)
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0:41 'pid' ( temp highp int)
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0:41 'gl_PrimitiveID' ( in highp int PrimitiveID)
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0:42 Sequence
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0:42 move second child to first child ( temp highp 3-component vector of float)
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0:42 'tc' ( temp highp 3-component vector of float)
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0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
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0:43 Sequence
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0:43 move second child to first child ( temp highp float)
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0:43 'tlo' ( temp highp float)
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0:43 direct index ( patch temp highp float TessLevelOuter)
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0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
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0:43 Constant:
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0:43 3 (const int)
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0:44 Sequence
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0:44 move second child to first child ( temp highp float)
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0:44 'tli' ( temp highp float)
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0:44 direct index ( patch temp highp float TessLevelInner)
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0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
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0:44 Constant:
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0:44 1 (const int)
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0:46 move second child to first child ( temp highp 4-component vector of float)
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0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
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0:46 Constant:
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0:46 0 (const uint)
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0:46 'p' ( temp highp 4-component vector of float)
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0:47 move second child to first child ( temp highp float)
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0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
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0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
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0:47 Constant:
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0:47 1 (const uint)
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0:47 'ps' ( temp highp float)
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0:48 move second child to first child ( temp highp float)
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0:48 Constant:
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0:48 0.000000
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0:48 'cd' ( temp highp float)
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0:117 Function Definition: pointSize2( ( global void)
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0:117 Function Parameters:
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0:? Sequence
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0:120 move second child to first child ( temp highp float)
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0:120 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
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0:120 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
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0:120 Constant:
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0:120 1 (const uint)
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0:120 'ps' ( temp highp float)
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0:125 Function Definition: bbbad( ( global void)
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0:125 Function Parameters:
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0:127 Sequence
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0:127 'gl_BoundingBoxOES' ( temp float)
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0:? Linker Objects
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0:? 'patchIn' ( patch in highp 4-component vector of float)
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0:? 'patchOut' ( patch out highp 4-component vector of float)
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0:? 'badp1' ( smooth patch in highp 4-component vector of float)
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0:? 'badp2' ( flat patch in highp 4-component vector of float)
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0:? 'badp3' ( noperspective patch in highp 4-component vector of float)
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0:? 'badp4' ( patch sample in highp 3-component vector of float)
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0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
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0:? 'ina' ( in highp 2-component vector of float)
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0:? 'inb' ( in 32-element array of highp 2-component vector of float)
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0:? 'inc' ( in 32-element array of highp 2-component vector of float)
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0:? 'ind' ( in 32-element array of highp 2-component vector of float)
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0:? 'bla' ( in block{ in highp int f})
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0:? 'blb' ( in 32-element array of block{ in highp int f})
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0:? 'blc' ( in 32-element array of block{ in highp int f})
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0:? 'bld' ( in 32-element array of block{ in highp int f})
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0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
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0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
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0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
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0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
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0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
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0:? 'pinbi' ( patch in block{ in highp int a})
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0:? 'myColor2' ( centroid out highp 3-component vector of float)
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0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
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0:? 'perSampleColor' ( sample out highp 4-component vector of float)
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Linked tessellation evaluation stage:
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Shader version: 310
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Requested GL_ARB_separate_shader_objects
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Requested GL_EXT_primitive_bounding_box
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Requested GL_EXT_shader_io_blocks
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Requested GL_EXT_tessellation_shader
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Requested GL_OES_shader_io_blocks
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Requested GL_OES_tessellation_point_size
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Requested GL_OES_tessellation_shader
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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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0:24 Function Definition: main( ( global void)
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0:24 Function Parameters:
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0:26 Sequence
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0:26 Constant:
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0:26 0.000000
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0:28 Sequence
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0:28 move second child to first child ( temp highp int)
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0:28 'a' ( temp highp int)
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0:28 Constant:
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0:28 1512 (const int)
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0:36 Sequence
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0:36 move second child to first child ( temp highp 4-component vector of float)
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0:36 'p' ( temp highp 4-component vector of float)
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0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
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0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:36 Constant:
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0:36 1 (const int)
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0:36 Constant:
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0:36 0 (const int)
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0:37 Sequence
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0:37 move second child to first child ( temp highp float)
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0:37 'ps' ( temp highp float)
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0:37 gl_PointSize: direct index for structure ( in highp float PointSize)
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0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
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0:37 Constant:
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0:37 1 (const int)
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0:37 Constant:
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0:37 1 (const int)
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0:38 Sequence
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0:38 move second child to first child ( temp highp float)
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0:38 'cd' ( temp highp float)
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0:38 Constant:
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0:38 0.000000
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0:40 Sequence
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0:40 move second child to first child ( temp highp int)
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0:40 'pvi' ( temp highp int)
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0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices)
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0:41 Sequence
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0:41 move second child to first child ( temp highp int)
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0:41 'pid' ( temp highp int)
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0:41 'gl_PrimitiveID' ( in highp int PrimitiveID)
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0:42 Sequence
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0:42 move second child to first child ( temp highp 3-component vector of float)
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0:42 'tc' ( temp highp 3-component vector of float)
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0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
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0:43 Sequence
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0:43 move second child to first child ( temp highp float)
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0:43 'tlo' ( temp highp float)
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0:43 direct index ( patch temp highp float TessLevelOuter)
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0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
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0:43 Constant:
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0:43 3 (const int)
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0:44 Sequence
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0:44 move second child to first child ( temp highp float)
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0:44 'tli' ( temp highp float)
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0:44 direct index ( patch temp highp float TessLevelInner)
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0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
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0:44 Constant:
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0:44 1 (const int)
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0:46 move second child to first child ( temp highp 4-component vector of float)
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0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
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0:46 Constant:
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0:46 0 (const uint)
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0:46 'p' ( temp highp 4-component vector of float)
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0:47 move second child to first child ( temp highp float)
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0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
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0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
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0:47 Constant:
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0:47 1 (const uint)
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0:47 'ps' ( temp highp float)
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0:48 move second child to first child ( temp highp float)
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0:48 Constant:
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0:48 0.000000
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0:48 'cd' ( temp highp float)
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0:? Linker Objects
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0:? 'patchIn' ( patch in highp 4-component vector of float)
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0:? 'patchOut' ( patch out highp 4-component vector of float)
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0:? 'badp1' ( smooth patch in highp 4-component vector of float)
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0:? 'badp2' ( flat patch in highp 4-component vector of float)
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0:? 'badp3' ( noperspective patch in highp 4-component vector of float)
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0:? 'badp4' ( patch sample in highp 3-component vector of float)
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0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
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0:? 'ina' ( in highp 2-component vector of float)
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0:? 'inb' ( in 32-element array of highp 2-component vector of float)
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0:? 'inc' ( in 32-element array of highp 2-component vector of float)
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0:? 'ind' ( in 32-element array of highp 2-component vector of float)
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0:? 'bla' ( in block{ in highp int f})
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0:? 'blb' ( in 32-element array of block{ in highp int f})
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0:? 'blc' ( in 32-element array of block{ in highp int f})
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0:? 'bld' ( in 32-element array of block{ in highp int f})
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0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
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0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
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0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
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0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
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0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
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0:? 'pinbi' ( patch in block{ in highp int a})
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0:? 'myColor2' ( centroid out highp 3-component vector of float)
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0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
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0:? 'perSampleColor' ( sample out highp 4-component vector of float)
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