
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.
195 lines
10 KiB
Plaintext
195 lines
10 KiB
Plaintext
420.tesc
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ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out
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ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a
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ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb
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ERROR: 0:26: 'gl_PointSize' : no such field in structure 'gl_out'
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ERROR: 0:26: 'assign' : cannot convert from ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}'
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ERROR: 0:29: 'out' : type must be an array: outf
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ERROR: 0:43: 'vertices' : must be greater than 0
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ERROR: 7 compilation errors. No code generated.
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Shader version: 420
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Requested GL_ARB_separate_shader_objects
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vertices = 4
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ERROR: node is still EOpNull!
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0:15 Function Definition: main( ( global void)
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0:15 Function Parameters:
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0:17 Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 'p' ( temp 4-component vector of float)
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0:17 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
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0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
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0:17 Constant:
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0:17 1 (const int)
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0:17 Constant:
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0:17 0 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'ps' ( temp float)
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0:18 gl_PointSize: direct index for structure ( in float PointSize)
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0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
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0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
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0:18 Constant:
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0:18 1 (const int)
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0:18 Constant:
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0:18 1 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'cd' ( temp float)
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0:19 direct index ( temp float ClipDistance)
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0:19 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance)
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0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
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0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance})
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0:19 Constant:
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0:19 1 (const int)
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0:19 Constant:
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0:19 2 (const int)
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0:19 Constant:
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0:19 2 (const int)
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0:21 Sequence
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0:21 move second child to first child ( temp int)
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0:21 'pvi' ( temp int)
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0:21 'gl_PatchVerticesIn' ( in int PatchVertices)
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0:22 Sequence
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0:22 move second child to first child ( temp int)
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0:22 'pid' ( temp int)
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0:22 'gl_PrimitiveID' ( in int PrimitiveID)
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0:23 Sequence
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0:23 move second child to first child ( temp int)
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0:23 'iid' ( temp int)
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0:23 'gl_InvocationID' ( in int InvocationID)
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 gl_Position: direct index for structure ( out 4-component vector of float Position)
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0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
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0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
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0:25 'gl_InvocationID' ( in int InvocationID)
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0:25 Constant:
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0:25 0 (const int)
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0:25 'p' ( temp 4-component vector of float)
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0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
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0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
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0:26 'gl_InvocationID' ( in int InvocationID)
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0:34 Function Definition: foo( ( global void)
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0:34 Function Parameters:
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0:36 Sequence
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0:36 Test condition and select ( temp void)
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0:36 Condition
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0:36 logical-or ( temp bool)
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0:36 Compare Not Equal ( temp bool)
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0:36 Constant:
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0:36 -0.625000
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0:36 -0.500000
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0:36 -0.375000
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0:36 -0.250000
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0:36 -0.375000
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0:36 -0.250000
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0:36 -0.125000
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0:36 0.000000
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0:36 direct index (layout( location=0) temp 2X4 matrix of double)
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0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
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0:36 Constant:
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0:36 0 (const int)
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0:37 Compare Not Equal ( temp bool)
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0:37 Constant:
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0:37 0.375000
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0:37 0.500000
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0:37 0.625000
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0:37 0.750000
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0:37 0.625000
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0:37 0.750000
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0:37 0.875000
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0:37 -0.625000
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0:37 direct index (layout( location=12) temp 2X4 matrix of double)
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0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
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0:37 Constant:
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0:37 0 (const int)
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0:36 true case is null
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0:? Linker Objects
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0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
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0:? 'a' ( out 3-element array of int)
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0:? 'outb' ( out 5-element array of int)
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0:? 'outc' ( out 4-element array of int)
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0:? 'outf' ( out float)
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0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
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0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
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Linked tessellation control stage:
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Shader version: 420
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Requested GL_ARB_separate_shader_objects
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vertices = 4
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ERROR: node is still EOpNull!
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0:15 Function Definition: main( ( global void)
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0:15 Function Parameters:
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0:17 Sequence
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0:17 Sequence
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 'p' ( temp 4-component vector of float)
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0:17 gl_Position: direct index for structure ( in 4-component vector of float Position)
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0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
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0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
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0:17 Constant:
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0:17 1 (const int)
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0:17 Constant:
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0:17 0 (const int)
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0:18 Sequence
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0:18 move second child to first child ( temp float)
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0:18 'ps' ( temp float)
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0:18 gl_PointSize: direct index for structure ( in float PointSize)
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0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
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0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
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0:18 Constant:
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0:18 1 (const int)
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0:18 Constant:
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0:18 1 (const int)
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0:19 Sequence
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0:19 move second child to first child ( temp float)
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0:19 'cd' ( temp float)
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0:19 direct index ( temp float ClipDistance)
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0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance)
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0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
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0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance})
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0:19 Constant:
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0:19 1 (const int)
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0:19 Constant:
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0:19 2 (const int)
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0:19 Constant:
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0:19 2 (const int)
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0:21 Sequence
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0:21 move second child to first child ( temp int)
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0:21 'pvi' ( temp int)
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0:21 'gl_PatchVerticesIn' ( in int PatchVertices)
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0:22 Sequence
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0:22 move second child to first child ( temp int)
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0:22 'pid' ( temp int)
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0:22 'gl_PrimitiveID' ( in int PrimitiveID)
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0:23 Sequence
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0:23 move second child to first child ( temp int)
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0:23 'iid' ( temp int)
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0:23 'gl_InvocationID' ( in int InvocationID)
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0:25 move second child to first child ( temp 4-component vector of float)
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0:25 gl_Position: direct index for structure ( out 4-component vector of float Position)
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0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
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0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
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0:25 'gl_InvocationID' ( in int InvocationID)
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0:25 Constant:
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0:25 0 (const int)
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0:25 'p' ( temp 4-component vector of float)
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0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position})
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0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
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0:26 'gl_InvocationID' ( in int InvocationID)
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0:? Linker Objects
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0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position})
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0:? 'a' ( out 3-element array of int)
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0:? 'outb' ( out 5-element array of int)
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0:? 'outc' ( out 4-element array of int)
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0:? 'outf' ( out float)
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0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double)
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0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)
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