
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.
208 lines
15 KiB
Plaintext
208 lines
15 KiB
Plaintext
link.vk.pcNamingValid.0.0.vert
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: main( ( global void)
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0:16 Function Parameters:
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0:18 Sequence
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0:18 move second child to first child ( temp highp 4-component vector of float)
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0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:18 component-wise multiply ( temp highp 4-component vector of float)
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0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:18 Constant:
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0:18 2 (const int)
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0:18 Function Call: getColor2( ( global highp 4-component vector of float)
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0:20 move second child to first child ( temp highp 4-component vector of float)
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0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:20 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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0:20 Constant:
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0:20 0 (const uint)
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Function Call: getWorld( ( global highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance})
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link.vk.pcNamingValid.0.1.vert
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Shader version: 450
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0:? Sequence
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0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:13 Function Parameters:
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0:15 Sequence
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0:15 Branch: Return with expression
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0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:18 Function Parameters:
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0:20 Sequence
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0:20 Branch: Return with expression
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 0 (const int)
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0:20 'P' (layout( location=0) in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'P' (layout( location=0) in highp 4-component vector of float)
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Linked vertex stage:
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WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
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vertex stage: Block: PCBlock Instance: a: ""
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vertex stage: Block: PCBlock Instance: b: ""
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Shader version: 450
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0:? Sequence
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0:16 Function Definition: main( ( global void)
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0:16 Function Parameters:
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0:18 Sequence
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0:18 move second child to first child ( temp highp 4-component vector of float)
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0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:18 component-wise multiply ( temp highp 4-component vector of float)
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0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float)
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0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:18 Constant:
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0:18 2 (const int)
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0:18 Function Call: getColor2( ( global highp 4-component vector of float)
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0:20 move second child to first child ( temp highp 4-component vector of float)
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0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
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0:20 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:20 Constant:
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0:20 0 (const uint)
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float)
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0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 1 (const int)
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0:20 Function Call: getWorld( ( global highp 4-component vector of float)
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0:13 Function Definition: getColor2( ( global highp 4-component vector of float)
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0:13 Function Parameters:
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0:15 Sequence
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0:15 Branch: Return with expression
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0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float)
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0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:15 Constant:
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0:15 3 (const int)
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0:18 Function Definition: getWorld( ( global highp 4-component vector of float)
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0:18 Function Parameters:
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0:20 Sequence
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0:20 Branch: Return with expression
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0:20 matrix-times-vector ( temp highp 4-component vector of float)
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0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float)
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0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:20 Constant:
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0:20 0 (const int)
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0:20 'P' (layout( location=0) in highp 4-component vector of float)
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0:? Linker Objects
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0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2})
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0:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, out 1-element array of float CullDistance gl_CullDistance})
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0:? 'P' (layout( location=0) in highp 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 8000a
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// Id's are bound by 53
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Capability Shader
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1: ExtInstImport "GLSL.std.450"
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MemoryModel Logical GLSL450
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EntryPoint Vertex 4 "main" 14 31 48
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Source GLSL 450
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Name 4 "main"
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Name 9 "getColor2("
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Name 11 "getWorld("
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Name 14 "oColor"
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Name 16 "PCBlock"
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MemberName 16(PCBlock) 0 "uWorld"
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MemberName 16(PCBlock) 1 "uProj"
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MemberName 16(PCBlock) 2 "color1"
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MemberName 16(PCBlock) 3 "color2"
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Name 18 "a"
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Name 29 "gl_PerVertex"
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MemberName 29(gl_PerVertex) 0 "gl_Position"
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MemberName 29(gl_PerVertex) 1 "gl_PointSize"
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MemberName 29(gl_PerVertex) 2 "gl_ClipDistance"
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MemberName 29(gl_PerVertex) 3 "gl_CullDistance"
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Name 31 ""
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Name 48 "P"
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Decorate 14(oColor) Location 0
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MemberDecorate 16(PCBlock) 0 ColMajor
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MemberDecorate 16(PCBlock) 0 Offset 0
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MemberDecorate 16(PCBlock) 0 MatrixStride 16
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MemberDecorate 16(PCBlock) 1 ColMajor
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MemberDecorate 16(PCBlock) 1 Offset 64
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MemberDecorate 16(PCBlock) 1 MatrixStride 16
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MemberDecorate 16(PCBlock) 2 Offset 128
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MemberDecorate 16(PCBlock) 3 Offset 144
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Decorate 16(PCBlock) Block
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MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position
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MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize
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MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance
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MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance
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Decorate 29(gl_PerVertex) Block
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Decorate 48(P) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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7: TypeVector 6(float) 4
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8: TypeFunction 7(fvec4)
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13: TypePointer Output 7(fvec4)
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14(oColor): 13(ptr) Variable Output
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15: TypeMatrix 7(fvec4) 4
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16(PCBlock): TypeStruct 15 15 7(fvec4) 7(fvec4)
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17: TypePointer PushConstant 16(PCBlock)
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18(a): 17(ptr) Variable PushConstant
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19: TypeInt 32 1
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20: 19(int) Constant 2
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21: TypePointer PushConstant 7(fvec4)
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26: TypeInt 32 0
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27: 26(int) Constant 1
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28: TypeArray 6(float) 27
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29(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 28 28
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30: TypePointer Output 29(gl_PerVertex)
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31: 30(ptr) Variable Output
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32: 19(int) Constant 0
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33: 19(int) Constant 1
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34: TypePointer PushConstant 15
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40: 19(int) Constant 3
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47: TypePointer Input 7(fvec4)
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48(P): 47(ptr) Variable Input
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4(main): 2 Function None 3
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5: Label
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22: 21(ptr) AccessChain 18(a) 20
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23: 7(fvec4) Load 22
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24: 7(fvec4) FunctionCall 9(getColor2()
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25: 7(fvec4) FMul 23 24
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Store 14(oColor) 25
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35: 34(ptr) AccessChain 18(a) 33
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36: 15 Load 35
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37: 7(fvec4) FunctionCall 11(getWorld()
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38: 7(fvec4) MatrixTimesVector 36 37
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39: 13(ptr) AccessChain 31 32
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Store 39 38
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Return
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FunctionEnd
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9(getColor2(): 7(fvec4) Function None 8
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10: Label
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41: 21(ptr) AccessChain 18(a) 40
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42: 7(fvec4) Load 41
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ReturnValue 42
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FunctionEnd
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11(getWorld(): 7(fvec4) Function None 8
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12: Label
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45: 34(ptr) AccessChain 18(a) 32
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46: 15 Load 45
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49: 7(fvec4) Load 48(P)
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50: 7(fvec4) MatrixTimesVector 46 49
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ReturnValue 50
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FunctionEnd
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