Commit 263a134e by John Kessenich

Correct the test results from the last check in.

parent 2bbd2a3b
410.tesc 410.tesc
Warning, version 400 is not yet complete; some version-specific features are present, but many are missing. Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier
ERROR: 1 compilation errors. No code generated. ERROR: 1 compilation errors. No code generated.
Shader version: 400
vertices = 0 vertices = 0
ERROR: node is still EOpNull! ERROR: node is still EOpNull!
0:8 Function Definition: main( (void) 0:8 Function Definition: main( (void)
0:8 Function Parameters: 0:8 Function Parameters:
0:? Linker Objects 0:? Linker Objects
0:? 'gl_out' (out implicitly-sized array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})
0:? 'outa' (1-element array of int) 0:? 'outa' (1-element array of int)
0:? 'patchOut' (patch out 4-component vector of float) 0:? 'patchOut' (patch out 4-component vector of float)
...@@ -17,5 +19,13 @@ Linked tessellation control stage: ...@@ -17,5 +19,13 @@ Linked tessellation control stage:
ERROR: Linking tessellation control stage: At least one shader must specify an output layout(vertices=...) ERROR: Linking tessellation control stage: At least one shader must specify an output layout(vertices=...)
Shader version: 400
vertices = 0 vertices = 0
ERROR: node is still EOpNull!
0:8 Function Definition: main( (void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'gl_out' (out 1-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})
0:? 'outa' (1-element array of int)
0:? 'patchOut' (patch out 4-component vector of float)
420.tesc 420.tesc
Warning, version 400 is not yet complete; some version-specific features are present, but many are missing. Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out
ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a
ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb
ERROR: 0:26: 'gl_PointSize' : no such field in structure ERROR: 0:26: 'gl_PointSize' : no such field in structure
ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{gl_Position}' ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{out 4-component vector of float gl_Position}'
ERROR: 0:29: 'out' : type must be an array: outf ERROR: 0:29: 'out' : type must be an array: outf
ERROR: 6 compilation errors. No code generated. ERROR: 6 compilation errors. No code generated.
Shader version: 400
Requested GL_ARB_separate_shader_objects
vertices = 4 vertices = 4
ERROR: node is still EOpNull! ERROR: node is still EOpNull!
0:15 Function Definition: main( (void) 0:15 Function Definition: main( (void)
...@@ -17,9 +19,9 @@ ERROR: node is still EOpNull! ...@@ -17,9 +19,9 @@ ERROR: node is still EOpNull!
0:17 Sequence 0:17 Sequence
0:17 move second child to first child (4-component vector of float) 0:17 move second child to first child (4-component vector of float)
0:17 'p' (4-component vector of float) 0:17 'p' (4-component vector of float)
0:17 gl_Position: direct index for structure (4-component vector of float) 0:17 gl_Position: direct index for structure (in 4-component vector of float)
0:17 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})
0:17 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})
0:17 Constant: 0:17 Constant:
0:17 1 (const int) 0:17 1 (const int)
0:17 Constant: 0:17 Constant:
...@@ -27,9 +29,9 @@ ERROR: node is still EOpNull! ...@@ -27,9 +29,9 @@ ERROR: node is still EOpNull!
0:18 Sequence 0:18 Sequence
0:18 move second child to first child (float) 0:18 move second child to first child (float)
0:18 'ps' (float) 0:18 'ps' (float)
0:18 gl_PointSize: direct index for structure (float) 0:18 gl_PointSize: direct index for structure (in float)
0:18 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})
0:18 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})
0:18 Constant: 0:18 Constant:
0:18 1 (const int) 0:18 1 (const int)
0:18 Constant: 0:18 Constant:
...@@ -38,9 +40,9 @@ ERROR: node is still EOpNull! ...@@ -38,9 +40,9 @@ ERROR: node is still EOpNull!
0:19 move second child to first child (float) 0:19 move second child to first child (float)
0:19 'cd' (float) 0:19 'cd' (float)
0:19 direct index (float) 0:19 direct index (float)
0:19 gl_ClipDistance: direct index for structure (unsized array of float) 0:19 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)
0:19 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})
0:19 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})
0:19 Constant: 0:19 Constant:
0:19 1 (const int) 0:19 1 (const int)
0:19 Constant: 0:19 Constant:
...@@ -60,20 +62,20 @@ ERROR: node is still EOpNull! ...@@ -60,20 +62,20 @@ ERROR: node is still EOpNull!
0:23 'iid' (int) 0:23 'iid' (int)
0:23 'gl_InvocationID' (in int) 0:23 'gl_InvocationID' (in int)
0:25 move second child to first child (4-component vector of float) 0:25 move second child to first child (4-component vector of float)
0:25 gl_Position: direct index for structure (4-component vector of float) 0:25 gl_Position: direct index for structure (out 4-component vector of float)
0:25 direct index (block{gl_Position}) 0:25 direct index (block{out 4-component vector of float gl_Position})
0:25 'gl_out' (out 3-element array of block{gl_Position}) 0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})
0:25 Constant: 0:25 Constant:
0:25 1 (const int) 0:25 1 (const int)
0:25 Constant: 0:25 Constant:
0:25 0 (const int) 0:25 0 (const int)
0:25 'p' (4-component vector of float) 0:25 'p' (4-component vector of float)
0:26 direct index (block{gl_Position}) 0:26 direct index (block{out 4-component vector of float gl_Position})
0:26 'gl_out' (out 3-element array of block{gl_Position}) 0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})
0:26 Constant: 0:26 Constant:
0:26 1 (const int) 0:26 1 (const int)
0:? Linker Objects 0:? Linker Objects
0:? 'gl_out' (out 3-element array of block{gl_Position}) 0:? 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})
0:? 'a' (out 3-element array of int) 0:? 'a' (out 3-element array of int)
0:? 'outb' (out 5-element array of int) 0:? 'outb' (out 5-element array of int)
0:? 'outc' (out 4-element array of int) 0:? 'outc' (out 4-element array of int)
...@@ -83,5 +85,75 @@ ERROR: node is still EOpNull! ...@@ -83,5 +85,75 @@ ERROR: node is still EOpNull!
Linked tessellation control stage: Linked tessellation control stage:
Shader version: 400
Requested GL_ARB_separate_shader_objects
vertices = 4 vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( (void)
0:15 Function Parameters:
0:17 Sequence
0:17 Sequence
0:17 move second child to first child (4-component vector of float)
0:17 'p' (4-component vector of float)
0:17 gl_Position: direct index for structure (in 4-component vector of float)
0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:17 Constant:
0:17 1 (const int)
0:17 Constant:
0:17 0 (const int)
0:18 Sequence
0:18 move second child to first child (float)
0:18 'ps' (float)
0:18 gl_PointSize: direct index for structure (in float)
0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:18 Constant:
0:18 1 (const int)
0:18 Constant:
0:18 1 (const int)
0:19 Sequence
0:19 move second child to first child (float)
0:19 'cd' (float)
0:19 direct index (float)
0:19 gl_ClipDistance: direct index for structure (in 1-element array of float)
0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:19 Constant:
0:19 1 (const int)
0:19 Constant:
0:19 2 (const int)
0:19 Constant:
0:19 2 (const int)
0:21 Sequence
0:21 move second child to first child (int)
0:21 'pvi' (int)
0:21 'gl_PatchVerticesIn' (in int)
0:22 Sequence
0:22 move second child to first child (int)
0:22 'pid' (int)
0:22 'gl_PrimitiveID' (in int)
0:23 Sequence
0:23 move second child to first child (int)
0:23 'iid' (int)
0:23 'gl_InvocationID' (in int)
0:25 move second child to first child (4-component vector of float)
0:25 gl_Position: direct index for structure (out 4-component vector of float)
0:25 direct index (block{out 4-component vector of float gl_Position})
0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 0 (const int)
0:25 'p' (4-component vector of float)
0:26 direct index (block{out 4-component vector of float gl_Position})
0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})
0:26 Constant:
0:26 1 (const int)
0:? Linker Objects
0:? 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})
0:? 'a' (out 3-element array of int)
0:? 'outb' (out 5-element array of int)
0:? 'outc' (out 4-element array of int)
0:? 'outf' (out float)
420.tese 420.tese
Warning, version 420 is not yet complete; some version-specific features are present, but many are missing. Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:7: '=' : cannot convert from '3-element array of float' to '2-element array of float' ERROR: 0:7: '=' : cannot convert from '3-element array of float' to '2-element array of float'
ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): 2-component vector of float ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): 2-component vector of float
ERROR: 0:9: 'initializer list' : wrong number of matrix columns: 3X3 matrix of float ERROR: 0:9: 'initializer list' : wrong number of matrix columns: 3X3 matrix of float
...@@ -11,11 +11,12 @@ ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix ...@@ -11,11 +11,12 @@ ERROR: 0:29: 'constructor' : cannot convert parameter 2 from 'const 2X2 matrix
ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments
ERROR: 0:29: '=' : cannot convert from 'const float' to '2-element array of 4-component vector of float' ERROR: 0:29: '=' : cannot convert from 'const float' to '2-element array of 4-component vector of float'
ERROR: 0:30: 'initializer list' : wrong number of matrix columns: 4X2 matrix of float ERROR: 0:30: 'initializer list' : wrong number of matrix columns: 4X2 matrix of float
ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{s,t}' ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{float s, float t}'
ERROR: 0:58: 'initializer list' : wrong number of structure members ERROR: 0:58: 'initializer list' : wrong number of structure members
ERROR: 13 compilation errors. No code generated. ERROR: 13 compilation errors. No code generated.
Shader version: 420
input primitive = none input primitive = none
vertex spacing = none vertex spacing = none
triangle order = none triangle order = none
...@@ -29,14 +30,14 @@ ERROR: node is still EOpNull! ...@@ -29,14 +30,14 @@ ERROR: node is still EOpNull!
0:4 0.000000 0:4 0.000000
0:4 1.000000 0:4 1.000000
0:15 Sequence 0:15 Sequence
0:15 move second child to first child (structure{a,b}) 0:15 move second child to first child (structure{float a, int b})
0:15 'e' (structure{a,b}) 0:15 'e' (structure{float a, int b})
0:15 Constant: 0:15 Constant:
0:15 1.200000 0:15 1.200000
0:15 2 (const int) 0:15 2 (const int)
0:20 Sequence 0:20 Sequence
0:20 move second child to first child (structure{a,b}) 0:20 move second child to first child (structure{float a, int b})
0:20 'e2' (structure{a,b}) 0:20 'e2' (structure{float a, int b})
0:20 Constant: 0:20 Constant:
0:20 1.000000 0:20 1.000000
0:20 3 (const int) 0:20 3 (const int)
...@@ -87,7 +88,7 @@ ERROR: node is still EOpNull! ...@@ -87,7 +88,7 @@ ERROR: node is still EOpNull!
0:74 0.000000 0:74 0.000000
0:74 6.000000 0:74 6.000000
0:74 0.000000 0:74 0.000000
0:74 'curlybad1' (structure{uv2,s}) 0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:74 true case is null 0:74 true case is null
0:76 Test condition and select (void) 0:76 Test condition and select (void)
0:76 Condition 0:76 Condition
...@@ -110,16 +111,16 @@ ERROR: node is still EOpNull! ...@@ -110,16 +111,16 @@ ERROR: node is still EOpNull!
0:? 'b2' (2-component vector of float) 0:? 'b2' (2-component vector of float)
0:? 'c2' (3X3 matrix of float) 0:? 'c2' (3X3 matrix of float)
0:? 'd' (2X2 matrix of float) 0:? 'd' (2X2 matrix of float)
0:? 'e' (structure{a,b}) 0:? 'e' (structure{float a, int b})
0:? 'e2' (structure{a,b}) 0:? 'e2' (structure{float a, int b})
0:? 'e3' (structure{a,b}) 0:? 'e3' (structure{float a, int b})
0:? 'a3' (int) 0:? 'a3' (int)
0:? 'b3' (2-element array of 4-component vector of float) 0:? 'b3' (2-element array of 4-component vector of float)
0:? 'b4' (2-element array of 4-component vector of float) 0:? 'b4' (2-element array of 4-component vector of float)
0:? 'c3' (4X2 matrix of float) 0:? 'c3' (4X2 matrix of float)
0:? 'd2' (unsized array of structure{s,t}) 0:? 'd2' (implicitly-sized array of structure{float s, float t})
0:? 'b5' (5-element array of float) 0:? 'b5' (5-element array of float)
0:? 'constructed' (const structure{uv2,s}) 0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:? 1 (const uint) 0:? 1 (const uint)
0:? 2 (const uint) 0:? 2 (const uint)
0:? 3.000000 0:? 3.000000
...@@ -136,8 +137,8 @@ ERROR: node is still EOpNull! ...@@ -136,8 +137,8 @@ ERROR: node is still EOpNull!
0:? 0.000000 0:? 0.000000
0:? 6.000000 0:? 6.000000
0:? 0.000000 0:? 0.000000
0:? 'curlybad1' (structure{uv2,s}) 0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:? 'curlyInit' (const structure{uv2,s}) 0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:? 1 (const uint) 0:? 1 (const uint)
0:? 2 (const uint) 0:? 2 (const uint)
0:? 3.000000 0:? 3.000000
...@@ -165,7 +166,148 @@ Linked tessellation evaluation stage: ...@@ -165,7 +166,148 @@ Linked tessellation evaluation stage:
ERROR: Linking tessellation evaluation stage: At least one shader must specify an input layout primitive ERROR: Linking tessellation evaluation stage: At least one shader must specify an input layout primitive
Shader version: 420
input primitive = none input primitive = none
vertex spacing = equal_spacing vertex spacing = equal_spacing
triangle order = ccw triangle order = ccw
ERROR: node is still EOpNull!
0:4 Sequence
0:4 move second child to first child (2X2 matrix of float)
0:4 'b' (2X2 matrix of float)
0:4 Constant:
0:4 1.000000
0:4 0.000000
0:4 0.000000
0:4 1.000000
0:15 Sequence
0:15 move second child to first child (structure{float a, int b})
0:15 'e' (structure{float a, int b})
0:15 Constant:
0:15 1.200000
0:15 2 (const int)
0:20 Sequence
0:20 move second child to first child (structure{float a, int b})
0:20 'e2' (structure{float a, int b})
0:20 Constant:
0:20 1.000000
0:20 3 (const int)
0:42 Sequence
0:42 move second child to first child (5-element array of float)
0:42 'b5' (5-element array of float)
0:42 Constant:
0:42 3.400000
0:42 4.200000
0:42 5.000000
0:42 5.200000
0:42 1.100000
0:67 Sequence
0:67 move second child to first child (3-component vector of float)
0:67 'av3' (3-component vector of float)
0:67 Construct vec3 (3-component vector of float)
0:67 'vc1' (float)
0:67 'vc2' (float)
0:67 'vc3' (float)
0:68 Sequence
0:68 move second child to first child (3-component vector of float)
0:68 'bv3' (3-component vector of float)
0:68 Construct vec3 (3-component vector of float)
0:68 'vc1' (float)
0:68 'vc2' (float)
0:68 'vc3' (float)
0:70 Function Definition: main( (void)
0:70 Function Parameters:
0:72 Sequence
0:72 MemoryBarrier (void)
0:74 Test condition and select (void)
0:74 Condition
0:74 Compare Equal (bool)
0:74 Constant:
0:74 1 (const uint)
0:74 2 (const uint)
0:74 3.000000
0:74 4.000000
0:74 0.000000
0:74 0.000000
0:74 0.000000
0:74 4.000000
0:74 0.000000
0:74 5.000000
0:74 6.000000
0:74 0.000000
0:74 0.000000
0:74 0.000000
0:74 6.000000
0:74 0.000000
0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:74 true case is null
0:76 Test condition and select (void)
0:76 Condition
0:76 Constant:
0:76 true (const bool)
0:76 true case is null
0:? Linker Objects
0:? 'a' (const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'b' (2X2 matrix of float)
0:? 'c' (const 2X2 matrix of float)
0:? 1.000000
0:? 0.000000
0:? 0.000000
0:? 1.000000
0:? 'a2' (2-element array of float)
0:? 'b2' (2-component vector of float)
0:? 'c2' (3X3 matrix of float)
0:? 'd' (2X2 matrix of float)
0:? 'e' (structure{float a, int b})
0:? 'e2' (structure{float a, int b})
0:? 'e3' (structure{float a, int b})
0:? 'a3' (int)
0:? 'b3' (2-element array of 4-component vector of float)
0:? 'b4' (2-element array of 4-component vector of float)
0:? 'c3' (4X2 matrix of float)
0:? 'd2' (1-element array of structure{float s, float t})
0:? 'b5' (5-element array of float)
0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})
0:? 1 (const uint)
0:? 2 (const uint)
0:? 3.000000
0:? 4.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 4.000000
0:? 0.000000
0:? 5.000000
0:? 6.000000
0:? 0.000000
0:? 0.000000
0:? 0.000000
0:? 6.000000
0:? 0.000000
0:? 'vc1' (float)
0:? 'vc2' (float)
0:? 'vc3' (float)
0:? 'av3' (3-component vector of float)
0:? 'bv3' (3-component vector of float)
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