glslang/Test/baseResults/link.vk.pcNamingValid.0.0.vert.out
Greg Fischer ca0d54d51b Enhance readability of error messages for GLSL
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.
2022-02-01 12:10:08 -07:00

208 lines
15 KiB
Plaintext

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