glslang/Test/baseResults/130.vert.out
John Kessenich fc51d284aa Backward incompatible: Turn on PureOperatorBuiltins: use only enum-based built-in functions in the AST.
If this breaks your AST consumer, best is to modify it to test
against the enum values instead of doing string comparisons on
built-in function names.  This is the reason the change was made.

If you need the old behavior, you should be able to get it back by changing
PureOperatorBuiltins to be false instead of true.  This path will work for
a while, but is marked deprecated.

Also, the old behavior is tagged as release 2.4.
2015-08-19 13:43:25 -06:00

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130.vert
ERROR: 0:59: 'gl_InstanceID' : undeclared identifier
ERROR: 0:59: '=' : cannot convert from 'temp float' to 'temp int'
ERROR: 0:61: 'texelFetch' : no matching overloaded function found
ERROR: 0:61: 'assign' : cannot convert from 'const float' to 'temp int'
ERROR: 0:75: '##' : token pasting not implemented (internal error)
ERROR: 0:75: '' : syntax error
ERROR: 6 compilation errors. No code generated.
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( (global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'f' (temp float)
0:17 Constant:
0:17 3.000000
0:18 switch
0:18 condition
0:18 'c' (uniform int)
0:18 body
0:18 Sequence
0:19 case: with expression
0:19 Constant:
0:19 1 (const int)
0:? Sequence
0:20 move second child to first child (temp float)
0:20 'f' (temp float)
0:20 sine (global float)
0:20 'f' (temp float)
0:21 Branch: Break
0:22 case: with expression
0:22 Constant:
0:22 2 (const int)
0:? Sequence
0:23 move second child to first child (temp float)
0:23 'f' (temp float)
0:23 component-wise multiply (temp float)
0:23 'f' (temp float)
0:23 'f' (temp float)
0:24 default:
0:? Sequence
0:25 move second child to first child (temp float)
0:25 'f' (temp float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child (temp uint)
0:29 'i' (temp uint)
0:29 direct index (temp uint)
0:29 texture (global 4-component vector of uint)
0:29 'us2D' (uniform usampler2D)
0:29 Convert int to float (temp 2-component vector of float)
0:29 'x' (in 2-component vector of int)
0:29 Constant:
0:29 3 (const int)
0:30 inclusive-or (temp uint)
0:30 left-shift (temp uint)
0:30 'i' (temp uint)
0:30 Constant:
0:30 3 (const uint)
0:30 Constant:
0:30 69 (const uint)
0:33 Sequence
0:33 move second child to first child (temp 3-component vector of float)
0:33 'v11' (temp 3-component vector of float)
0:33 modf (global 3-component vector of float)
0:33 'modfIn' (temp 3-component vector of float)
0:33 'modfOut' (temp 3-component vector of float)
0:34 Sequence
0:34 move second child to first child (temp float)
0:34 't' (temp float)
0:34 trunc (global float)
0:34 'f' (temp float)
0:35 Sequence
0:35 move second child to first child (temp 2-component vector of float)
0:35 'v12' (temp 2-component vector of float)
0:35 round (global 2-component vector of float)
0:35 'v2a' (in 2-component vector of float)
0:36 Sequence
0:36 move second child to first child (temp 2-component vector of float)
0:36 'v13' (temp 2-component vector of float)
0:36 roundEven (global 2-component vector of float)
0:36 'v2a' (in 2-component vector of float)
0:37 Sequence
0:37 move second child to first child (temp 2-component vector of bool)
0:37 'b10' (temp 2-component vector of bool)
0:37 isnan (global 2-component vector of bool)
0:37 'v2a' (in 2-component vector of float)
0:38 Sequence
0:38 move second child to first child (temp 4-component vector of bool)
0:38 'b11' (temp 4-component vector of bool)
0:38 isinf (global 4-component vector of bool)
0:38 'v4' (uniform 4-component vector of float)
0:40 add (temp 2-component vector of float)
0:40 hyp. sine (global float)
0:40 'c1D' (in float)
0:41 vector-scale (temp 2-component vector of float)
0:41 hyp. cosine (global float)
0:41 'c1D' (in float)
0:41 hyp. tangent (global 2-component vector of float)
0:41 'c2D' (in 2-component vector of float)
0:42 add (temp 4-component vector of float)
0:42 arc hyp. sine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:42 arc hyp. cosine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:43 arc hyp. tangent (global 3-component vector of float)
0:43 'c3D' (in 3-component vector of float)
0:45 Sequence
0:45 move second child to first child (temp int)
0:45 'id' (temp int)
0:45 'gl_VertexID' (gl_VertexId int VertexId)
0:46 move second child to first child (temp float)
0:46 direct index (smooth temp float ClipDistance)
0:46 'gl_ClipDistance' (smooth out implicitly-sized array of float ClipDistance)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:57 Function Definition: foo88( (global void)
0:57 Function Parameters:
0:? Sequence
0:61 'id' (temp int)
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:64 'gl_Color' (in 4-component vector of float Color)
0:65 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:65 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:65 Constant:
0:65 0 (const int)
0:66 far: direct index for structure (global float)
0:66 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})
0:66 Constant:
0:66 1 (const int)
0:67 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord)
0:68 'gl_FogFragCoord' (smooth out float FogFragCoord)
0:69 'gl_FrontColor' (smooth out 4-component vector of float FrontColor)
0:? Linker Objects
0:? 'c' (uniform int)
0:? 'us2D' (uniform usampler2D)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'c1D' (in float)
0:? 'c2D' (in 2-component vector of float)
0:? 'c3D' (in 3-component vector of float)
0:? 'c4D' (smooth temp 4-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'gl_ClipDistance' (smooth out implicitly-sized array of float ClipDistance)
0:? 'gl_TexCoord' (smooth out implicitly-sized array of 4-component vector of float TexCoord)
0:? 'abc' (global int)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
Linked vertex stage:
ERROR: Linking vertex stage: Can only use one of gl_ClipDistance or gl_ClipVertex (gl_ClipDistance is preferred)
Shader version: 130
ERROR: node is still EOpNull!
0:15 Function Definition: main( (global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child (temp float)
0:17 'f' (temp float)
0:17 Constant:
0:17 3.000000
0:18 switch
0:18 condition
0:18 'c' (uniform int)
0:18 body
0:18 Sequence
0:19 case: with expression
0:19 Constant:
0:19 1 (const int)
0:? Sequence
0:20 move second child to first child (temp float)
0:20 'f' (temp float)
0:20 sine (global float)
0:20 'f' (temp float)
0:21 Branch: Break
0:22 case: with expression
0:22 Constant:
0:22 2 (const int)
0:? Sequence
0:23 move second child to first child (temp float)
0:23 'f' (temp float)
0:23 component-wise multiply (temp float)
0:23 'f' (temp float)
0:23 'f' (temp float)
0:24 default:
0:? Sequence
0:25 move second child to first child (temp float)
0:25 'f' (temp float)
0:25 Constant:
0:25 3.000000
0:29 move second child to first child (temp uint)
0:29 'i' (temp uint)
0:29 direct index (temp uint)
0:29 texture (global 4-component vector of uint)
0:29 'us2D' (uniform usampler2D)
0:29 Convert int to float (temp 2-component vector of float)
0:29 'x' (in 2-component vector of int)
0:29 Constant:
0:29 3 (const int)
0:30 inclusive-or (temp uint)
0:30 left-shift (temp uint)
0:30 'i' (temp uint)
0:30 Constant:
0:30 3 (const uint)
0:30 Constant:
0:30 69 (const uint)
0:33 Sequence
0:33 move second child to first child (temp 3-component vector of float)
0:33 'v11' (temp 3-component vector of float)
0:33 modf (global 3-component vector of float)
0:33 'modfIn' (temp 3-component vector of float)
0:33 'modfOut' (temp 3-component vector of float)
0:34 Sequence
0:34 move second child to first child (temp float)
0:34 't' (temp float)
0:34 trunc (global float)
0:34 'f' (temp float)
0:35 Sequence
0:35 move second child to first child (temp 2-component vector of float)
0:35 'v12' (temp 2-component vector of float)
0:35 round (global 2-component vector of float)
0:35 'v2a' (in 2-component vector of float)
0:36 Sequence
0:36 move second child to first child (temp 2-component vector of float)
0:36 'v13' (temp 2-component vector of float)
0:36 roundEven (global 2-component vector of float)
0:36 'v2a' (in 2-component vector of float)
0:37 Sequence
0:37 move second child to first child (temp 2-component vector of bool)
0:37 'b10' (temp 2-component vector of bool)
0:37 isnan (global 2-component vector of bool)
0:37 'v2a' (in 2-component vector of float)
0:38 Sequence
0:38 move second child to first child (temp 4-component vector of bool)
0:38 'b11' (temp 4-component vector of bool)
0:38 isinf (global 4-component vector of bool)
0:38 'v4' (uniform 4-component vector of float)
0:40 add (temp 2-component vector of float)
0:40 hyp. sine (global float)
0:40 'c1D' (in float)
0:41 vector-scale (temp 2-component vector of float)
0:41 hyp. cosine (global float)
0:41 'c1D' (in float)
0:41 hyp. tangent (global 2-component vector of float)
0:41 'c2D' (in 2-component vector of float)
0:42 add (temp 4-component vector of float)
0:42 arc hyp. sine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:42 arc hyp. cosine (global 4-component vector of float)
0:42 'c4D' (smooth temp 4-component vector of float)
0:43 arc hyp. tangent (global 3-component vector of float)
0:43 'c3D' (in 3-component vector of float)
0:45 Sequence
0:45 move second child to first child (temp int)
0:45 'id' (temp int)
0:45 'gl_VertexID' (gl_VertexId int VertexId)
0:46 move second child to first child (temp float)
0:46 direct index (smooth temp float ClipDistance)
0:46 'gl_ClipDistance' (smooth out 2-element array of float ClipDistance)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 0.300000
0:57 Function Definition: foo88( (global void)
0:57 Function Parameters:
0:? Sequence
0:61 'id' (temp int)
0:63 'gl_ClipVertex' (gl_ClipVertex 4-component vector of float ClipVertex)
0:64 'gl_Color' (in 4-component vector of float Color)
0:65 direct index (temp structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:65 'gl_LightSource' (uniform 32-element array of structure{global 4-component vector of float ambient, global 4-component vector of float diffuse, global 4-component vector of float specular, global 4-component vector of float position, global 4-component vector of float halfVector, global 3-component vector of float spotDirection, global float spotExponent, global float spotCutoff, global float spotCosCutoff, global float constantAttenuation, global float linearAttenuation, global float quadraticAttenuation})
0:65 Constant:
0:65 0 (const int)
0:66 far: direct index for structure (global float)
0:66 'gl_DepthRange' (uniform structure{global float near, global float far, global float diff})
0:66 Constant:
0:66 1 (const int)
0:67 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float TexCoord)
0:68 'gl_FogFragCoord' (smooth out float FogFragCoord)
0:69 'gl_FrontColor' (smooth out 4-component vector of float FrontColor)
0:? Linker Objects
0:? 'c' (uniform int)
0:? 'us2D' (uniform usampler2D)
0:? 'x' (in 2-component vector of int)
0:? 'v2a' (in 2-component vector of float)
0:? 'c1D' (in float)
0:? 'c2D' (in 2-component vector of float)
0:? 'c3D' (in 3-component vector of float)
0:? 'c4D' (smooth temp 4-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'gl_ClipDistance' (smooth out 2-element array of float ClipDistance)
0:? 'gl_TexCoord' (smooth out 1-element array of 4-component vector of float TexCoord)
0:? 'abc' (global int)
0:? 'gl_VertexID' (gl_VertexId int VertexId)