glslang/Test/baseResults/precision.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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precision.vert
ERROR: 0:7: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:8: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 0:14: 'sampler/image' : type requires declaration of default precision qualifier
ERROR: 3 compilation errors. No code generated.
Shader version: 300
ERROR: node is still EOpNull!
0:18 Function Definition: main( (global void)
0:18 Function Parameters:
0:20 Sequence
0:20 Sequence
0:20 move second child to first child (temp highp 4-component vector of float)
0:20 't' (temp highp 4-component vector of float)
0:20 texture (global highp 4-component vector of float)
0:20 's2D' (uniform lowp sampler2D)
0:20 Constant:
0:20 0.100000
0:20 0.200000
0:21 add second child into first child (temp highp 4-component vector of float)
0:21 't' (temp highp 4-component vector of float)
0:21 texture (global highp 4-component vector of float)
0:21 's2Dhigh' (uniform highp sampler2D)
0:21 Constant:
0:21 0.100000
0:21 0.200000
0:22 add second child into first child (temp highp 4-component vector of float)
0:22 't' (temp highp 4-component vector of float)
0:22 texture (global highp float)
0:22 's2dAS' (uniform mediump sampler2DArrayShadow)
0:22 Constant:
0:22 0.500000
0:22 0.500000
0:22 0.500000
0:22 0.500000
0:24 move second child to first child (temp highp 4-component vector of float)
0:24 'gl_Position' (gl_Position highp 4-component vector of float Position)
0:24 'pos' (in highp 4-component vector of float)
0:? Linker Objects
0:? 'pos' (in highp 4-component vector of float)
0:? 's2D' (uniform lowp sampler2D)
0:? 'sCube' (uniform lowp samplerCube)
0:? 'is2DAbad' (uniform mediump isampler2DArray)
0:? 's2dASbad' (uniform mediump sampler2DArrayShadow)
0:? 's2dAS' (uniform mediump sampler2DArrayShadow)
0:? 'is2DAbad2' (uniform mediump isampler2DArray)
0:? 's2Dhigh' (uniform highp sampler2D)
0:? 'gl_VertexID' (gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId)
Linked vertex stage:
Shader version: 300
ERROR: node is still EOpNull!
0:18 Function Definition: main( (global void)
0:18 Function Parameters:
0:20 Sequence
0:20 Sequence
0:20 move second child to first child (temp highp 4-component vector of float)
0:20 't' (temp highp 4-component vector of float)
0:20 texture (global highp 4-component vector of float)
0:20 's2D' (uniform lowp sampler2D)
0:20 Constant:
0:20 0.100000
0:20 0.200000
0:21 add second child into first child (temp highp 4-component vector of float)
0:21 't' (temp highp 4-component vector of float)
0:21 texture (global highp 4-component vector of float)
0:21 's2Dhigh' (uniform highp sampler2D)
0:21 Constant:
0:21 0.100000
0:21 0.200000
0:22 add second child into first child (temp highp 4-component vector of float)
0:22 't' (temp highp 4-component vector of float)
0:22 texture (global highp float)
0:22 's2dAS' (uniform mediump sampler2DArrayShadow)
0:22 Constant:
0:22 0.500000
0:22 0.500000
0:22 0.500000
0:22 0.500000
0:24 move second child to first child (temp highp 4-component vector of float)
0:24 'gl_Position' (gl_Position highp 4-component vector of float Position)
0:24 'pos' (in highp 4-component vector of float)
0:? Linker Objects
0:? 'pos' (in highp 4-component vector of float)
0:? 's2D' (uniform lowp sampler2D)
0:? 'sCube' (uniform lowp samplerCube)
0:? 'is2DAbad' (uniform mediump isampler2DArray)
0:? 's2dASbad' (uniform mediump sampler2DArrayShadow)
0:? 's2dAS' (uniform mediump sampler2DArrayShadow)
0:? 'is2DAbad2' (uniform mediump isampler2DArray)
0:? 's2Dhigh' (uniform highp sampler2D)
0:? 'gl_VertexID' (gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' (gl_InstanceId highp int InstanceId)