glslang/Test/baseResults/120.frag.out
John Kessenich c027579631 Put in infrastructure for tessellation, geometry, and compute stages, and partially flesh out with built-in functions.
Added the built-in functions EmitVertex(), EndPrimitive(), barrier(), memoryBarrier(), memoryBarrierAtomicCounter(), memoryBarrierBuffer(), memoryBarrierImage(), memoryBarrierShared(), and groupMemoryBarrier().

Have not added any new built-in variables.

Also changed the linear performance relateToOperator() to a high-performance version.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22659 e7fa87d3-cd2b-0410-9028-fcbf551c1848
2013-08-09 17:14:49 +00:00

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ERROR: 0:9: 'in for stage inputs' : not supported for this version or the enabled extensions
ERROR: 0:10: 'out for stage outputs' : not supported for this version or the enabled extensions
ERROR: 0:54: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type '2-component vector of float' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:55: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type '3-component vector of float' (or there is no acceptable conversion)
ERROR: 0:56: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'uniform 4X2 matrix of float' and a right operand of type 'smooth in 4-component vector of float' (or there is no acceptable conversion)
ERROR: 0:57: '=' : cannot convert from 'const float' to 'int'
ERROR: 0:58: 'assign' : cannot convert from 'bool' to 'float'
ERROR: 0:59: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'int' and a right operand of type 'bool' (or there is no acceptable conversion)
ERROR: 0:60: '*' : wrong operand types: no operation '*' exists that takes a left-hand operand of type 'bool' and a right operand of type 'int' (or there is no acceptable conversion)
ERROR: 0:60: 'assign' : cannot convert from 'bool' to 'float'
ERROR: 0:61: 'assign' : cannot convert from 'int' to 'bool'
ERROR: 0:62: '+' : wrong operand types: no operation '+' exists that takes a left-hand operand of type 'bool' and a right operand of type 'float' (or there is no acceptable conversion)
ERROR: 0:63: 'bitwise-or assign' : not supported for this version or the enabled extensions
ERROR: 0:63: 'assign' : cannot convert from 'bool' to 'float'
ERROR: 0:79: ':' : wrong operand types: no operation ':' exists that takes a left-hand operand of type '4-component vector of float' and a right operand of type '4X4 matrix of float' (or there is no acceptable conversion)
ERROR: 0:79: 'assign' : cannot convert from '4X4 matrix of float' to 'fragColor 4-component vector of float'
ERROR: 0:82: 'xr' : illegal - vector component fields not from the same set
ERROR: 0:83: 'z' : vector field selection out of range
ERROR: 0:84: 'assign' : l-value required
ERROR: 0:90: 'int' : overloaded functions must have the same return type
ERROR: 0:90: 'main' : function already has a body
ERROR: 0:90: 'int' : main function cannot return a value
ERROR: 0:91: 'main' : function cannot take any parameter(s)
ERROR: 0:93: 'a' : variables with qualifier 'const' must be initialized
ERROR: 0:96: 'out' : overloaded functions must have the same parameter qualifiers
ERROR: 0:98: 'return' : function return is not matching type:
ERROR: 26 compilation errors. No code generated.
ERROR: node is still EOpNull!
0:21 Function Definition: main( (void)
0:21 Function Parameters:
0:23 Sequence
0:23 Sequence
0:23 move second child to first child (2X3 matrix of float)
0:23 'm23' (2X3 matrix of float)
0:23 Construct mat2x3 (2X3 matrix of float)
0:23 'm' (uniform 4X2 matrix of float)
0:27 Sequence
0:27 move second child to first child (structure)
0:27 'sv' (structure)
0:27 Construct structure (structure)
0:27 Convert int to float (float)
0:27 'a' (int)
0:28 Sequence
0:28 move second child to first child (2-element array of float)
0:28 'ia' (2-element array of float)
0:28 Construct float (2-element array of float)
0:28 3.000000
0:28 direct index (float)
0:28 'i' (smooth in 4-component vector of float)
0:28 1 (const int)
0:29 Sequence
0:29 move second child to first child (float)
0:29 'f1' (float)
0:29 1.000000
0:30 Sequence
0:30 move second child to first child (float)
0:30 'f' (float)
0:30 Convert int to float (float)
0:30 'a' (int)
0:31 move second child to first child (float)
0:31 'f' (float)
0:31 Convert int to float (float)
0:31 'a' (int)
0:33 Sequence
0:33 move second child to first child (3-component vector of float)
0:33 'v3' (3-component vector of float)
0:33 Convert int to float (3-component vector of float)
0:33 'iv3' (3-component vector of int)
0:34 move second child to first child (float)
0:34 'f' (float)
0:34 add (float)
0:34 'f' (float)
0:34 Convert int to float (float)
0:34 'a' (int)
0:35 move second child to first child (float)
0:35 'f' (float)
0:35 subtract (float)
0:35 Convert int to float (float)
0:35 'a' (int)
0:35 'f' (float)
0:36 add second child into first child (float)
0:36 'f' (float)
0:36 Convert int to float (float)
0:36 'a' (int)
0:37 move second child to first child (float)
0:37 'f' (float)
0:37 subtract (float)
0:37 Convert int to float (float)
0:37 'a' (int)
0:37 'f' (float)
0:38 multiply second child into first child (3-component vector of float)
0:38 'v3' (3-component vector of float)
0:38 Convert int to float (3-component vector of float)
0:38 'iv3' (3-component vector of int)
0:39 move second child to first child (3-component vector of float)
0:39 'v3' (3-component vector of float)
0:39 divide (3-component vector of float)
0:39 Convert int to float (3-component vector of float)
0:39 'iv3' (3-component vector of int)
0:39 2.000000
0:40 move second child to first child (3-component vector of float)
0:40 'v3' (3-component vector of float)
0:40 vector-scale (3-component vector of float)
0:40 3.000000
0:40 Convert int to float (3-component vector of float)
0:40 'iv3' (3-component vector of int)
0:41 move second child to first child (3-component vector of float)
0:41 'v3' (3-component vector of float)
0:41 vector-scale (3-component vector of float)
0:41 2.000000
0:41 'v3' (3-component vector of float)
0:42 move second child to first child (3-component vector of float)
0:42 'v3' (3-component vector of float)
0:42 subtract (3-component vector of float)
0:42 'v3' (3-component vector of float)
0:42 2.000000
0:43 Test condition and select (void)
0:43 Condition
0:47 logical-or (bool)
0:46 logical-or (bool)
0:45 logical-or (bool)
0:44 logical-or (bool)
0:43 logical-or (bool)
0:43 Compare Less Than (bool)
0:43 'f' (float)
0:43 Convert int to float (float)
0:43 'a' (int)
0:44 Compare Less Than or Equal (bool)
0:44 Convert int to float (float)
0:44 'a' (int)
0:44 'f' (float)
0:45 Compare Greater Than (bool)
0:45 'f' (float)
0:45 Convert int to float (float)
0:45 'a' (int)
0:46 Compare Greater Than or Equal (bool)
0:46 'f' (float)
0:46 Convert int to float (float)
0:46 'a' (int)
0:47 Compare Equal (bool)
0:47 Convert int to float (float)
0:47 'a' (int)
0:47 'f' (float)
0:48 Compare Not Equal (bool)
0:48 'f' (float)
0:48 Convert int to float (float)
0:48 'a' (int)
0:43 true case is null
0:49 move second child to first child (float)
0:49 'f' (float)
0:49 Test condition and select (float)
0:49 Condition
0:49 'b' (bool)
0:49 true case
0:49 Convert int to float (float)
0:49 'a' (int)
0:49 false case
0:49 'f' (float)
0:50 move second child to first child (float)
0:50 'f' (float)
0:50 Test condition and select (float)
0:50 Condition
0:50 'b' (bool)
0:50 true case
0:50 'f' (float)
0:50 false case
0:50 Convert int to float (float)
0:50 'a' (int)
0:51 move second child to first child (float)
0:51 'f' (float)
0:51 Convert int to float (float)
0:51 Test condition and select (int)
0:51 Condition
0:51 'b' (bool)
0:51 true case
0:51 'a' (int)
0:51 false case
0:51 'a' (int)
0:52 Sequence
0:52 move second child to first child (structure)
0:52 'news' (structure)
0:52 'sv' (structure)
0:54 vector swizzle (2-component vector of float)
0:54 'i' (smooth in 4-component vector of float)
0:54 Sequence
0:54 0 (const int)
0:54 1 (const int)
0:55 'm' (uniform 4X2 matrix of float)
0:56 'm' (uniform 4X2 matrix of float)
0:58 'f' (float)
0:59 move second child to first child (float)
0:59 'f' (float)
0:59 Convert int to float (float)
0:59 'a' (int)
0:60 'f' (float)
0:61 'b' (bool)
0:62 move second child to first child (bool)
0:62 'b' (bool)
0:62 'b' (bool)
0:63 'f' (float)
0:65 move second child to first child (4-component vector of float)
0:65 'gl_FragColor' (fragColor 4-component vector of float)
0:65 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:65 's2D' (uniform sampler2D)
0:65 'centTexCoord' (centroid smooth in 2-component vector of float)
0:? Sequence
0:79 'gl_FragColor' (fragColor 4-component vector of float)
0:82 direct index (float)
0:82 'gl_FragColor' (fragColor 4-component vector of float)
0:82 0 (const int)
0:83 direct index (float)
0:83 'centTexCoord' (centroid smooth in 2-component vector of float)
0:83 0 (const int)
0:84 move second child to first child (bool)
0:84 Comma (bool)
0:84 'a' (int)
0:84 'b' (bool)
0:84 true (const bool)
0:90 Function Definition: main( (int)
0:90 Function Parameters:
0:91 Function Definition: main(i1; (void)
0:91 Function Parameters:
0:91 'a' (in int)
0:96 Function Definition: foo(f1; (int)
0:96 Function Parameters:
0:96 'a' (out float)
0:98 Sequence
0:98 Branch: Return with expression
0:98 3.200000
0:99 Function Call: foo(f1; (int)
0:99 'a' (out float)
0:102 Function Definition: gen(vf3; (bool)
0:102 Function Parameters:
0:102 'v' (in 3-component vector of float)
0:104 Sequence
0:104 Test condition and select (void)
0:104 Condition
0:104 logical-and (bool)
0:104 Compare Less Than (bool)
0:104 Absolute value (float)
0:104 direct index (in float)
0:104 'v' (in 3-component vector of float)
0:104 0 (const int)
0:104 0.000100
0:104 Compare Less Than (bool)
0:104 Absolute value (float)
0:104 direct index (in float)
0:104 'v' (in 3-component vector of float)
0:104 1 (const int)
0:104 0.000100
0:104 true case
0:105 Branch: Return with expression
0:105 true (const bool)
0:? Linker Objects
0:? 'i' (smooth in 4-component vector of float)
0:? 'o' (out 4-component vector of float)
0:? 's2D' (uniform sampler2D)
0:? 'centTexCoord' (centroid smooth in 2-component vector of float)
0:? 'm' (uniform 4X2 matrix of float)