Commit cf0206c3 by John Kessenich

Restore r26245 and all tests and test results since 4/1:

r26245: Remove "not yet complete" warning for versions 130 and 140, after tidying up a bit and adding tests. Token pasting is the only known missing feature, and gives its own message now on use. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@26226 e7fa87d3-cd2b-0410-9028-fcbf551c1848
parent dd09c05e
......@@ -138,3 +138,56 @@ void foo2()
vec2 ret2 = outFunRet(i, v4, i, v4);
bool b = any(lessThan(v4, attv4)); // tests aggregate arg to unary built-in
}
// version 130 features
uniform int c;
attribute ivec2 x;
attribute vec2 v2a;
attribute float c1D;
attribute vec2 c2D;
attribute vec3 c3D;
uniform vec4 v4;
void foo213()
{
float f = 3;
switch (c) { // ERRORs...
case 1:
f = sin(f);
break;
case 2:
f = f * f;
default:
f = 3.0;
}
int i;
i << 3 | 0x8A >> 1 & 0xFF; // ERRORs...
vec3 modfOut, modfIn;
vec3 v11 = modf(modfIn, modfOut); // ERRORS...
float t = trunc(f);
vec2 v12 = round(v2a);
vec2 v13 = roundEven(v2a);
bvec2 b10 = isnan(v2a);
bvec4 b11 = isinf(v4);
sinh(c1D) + // ERRORS...
cosh(c1D) * tanh(c2D);
asinh(c4D) + acosh(c4D);
atanh(c3D);
int id = gl_VertexID; // ERROR
gl_ClipDistance[1] = 0.3; // ERROR
}
// token pasting (ERRORS...)
#define mac abc##def
int mac;
#define macr(A,B) A ## B
int macr(qrs,tuv);
......@@ -13,7 +13,7 @@ void foo()
gl_in.length();
gl_in[1].gl_Position;
gl_in.length();
gl_in[i].gl_Position;
gl_in[i].gl_Position; // should be sized to 3 by 'triangles'
}
in gl_PerVertex { // ERROR, already used
......
......@@ -61,3 +61,42 @@ void main()
int[] foo213234(); // ERROR
int foo234234(float[]); // ERROR
int foo234235(vec2[] v); // ERROR
vec3 guns[];
float f = guns[7];
void foo()
{
int uns[];
uns[3] = 40;
uns[1] = 30;
guns[2] = vec3(2.4);
float unsf[];
bar(unsf); // ERROR
}
float[] foo2() // ERROR
{
float f[];
return f;
float g[9];
return g; // ERROR
}
float gUnusedUnsized[];
void foo3()
{
float resize1[];
resize1[2] = 4.0;
resize1.length(); // ERROR
float resize1[3];
resize1.length();
float resize2[];
resize2[5] = 4.0;
float resize2[5]; // should be ERROR, but is not
resize2.length();
resize2[5] = 4.0; // ERROR
}
......@@ -128,4 +128,111 @@ Linked vertex stage:
Shader version: 100
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; (highp int)
0:3 Function Parameters:
0:3 'a' (in highp int)
0:3 'b' (in highp int)
0:3 'c' (in highp int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child (highp float)
0:8 'a' (highp float)
0:8 add (highp float)
0:8 Convert int to float (highp float)
0:8 'a' (in highp int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' (in highp int)
0:25 Function Definition: cos(f1; (highp float)
0:25 Function Parameters:
0:25 'x' (in highp float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; (bool)
0:29 Function Parameters:
0:29 'x' (in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:36 Function Definition: main( (void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( (highp int)
0:42 'sin' (highp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; (highp int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child (highp float)
0:47 'f' (highp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child (highp 4-component vector of float)
0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float)
0:49 Construct vec4 (highp 4-component vector of float)
0:49 'f' (highp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child (highp int)
0:51 'f' (highp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than (bool)
0:51 'f' (highp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment (highp int)
0:52 'f' (highp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment (highp int)
0:51 'f' (highp int)
0:54 Sequence
0:54 move second child to first child (highp int)
0:54 'x' (highp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child (highp float)
0:56 'x' (highp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child (highp float)
0:56 'y' (highp float)
0:56 'x' (highp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child (highp int)
0:60 'x' (highp int)
0:60 'x' (highp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child (structure{highp int x})
0:68 'S' (structure{highp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure (highp int)
0:69 'S' (structure{highp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' (bool)
0:? 'tan' (highp float)
0:? 's' (smooth out structure{highp float f})
......@@ -121,4 +121,113 @@ Linked vertex stage:
Shader version: 110
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; (int)
0:3 Function Parameters:
0:3 'a' (in int)
0:3 'b' (in int)
0:3 'c' (in int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child (float)
0:8 'a' (float)
0:8 add (float)
0:8 Convert int to float (float)
0:8 'a' (in int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' (in int)
0:25 Function Definition: cos(f1; (float)
0:25 Function Parameters:
0:25 'x' (in float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; (bool)
0:29 Function Parameters:
0:29 'x' (in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:36 Function Definition: main( (void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( (int)
0:42 'sin' (float)
0:43 Function Call: sin(f1; (float)
0:43 Constant:
0:43 0.700000
0:44 Function Call: f(i1;i1;i1; (int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child (float)
0:47 'f' (float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child (4-component vector of float)
0:49 'gl_Position' (gl_Position 4-component vector of float)
0:49 Construct vec4 (4-component vector of float)
0:49 'f' (float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child (int)
0:51 'f' (int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than (bool)
0:51 'f' (int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment (int)
0:52 'f' (int)
0:51 Loop Terminal Expression
0:51 Pre-Increment (int)
0:51 'f' (int)
0:54 Sequence
0:54 move second child to first child (int)
0:54 'x' (int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child (float)
0:56 'x' (float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child (float)
0:56 'y' (float)
0:56 'x' (float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child (int)
0:60 'x' (int)
0:60 'x' (int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child (structure{int x})
0:68 'S' (structure{int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure (int)
0:69 'S' (structure{int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 183.346494
0:? Linker Objects
0:? 'b' (bool)
0:? 'c' (bool)
0:? 'f' (float)
0:? 'tan' (float)
140.frag
Warning, version 140 is not yet complete; most features are present, but a few are missing.
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
ERROR: 0:17: '#error' : GL_ES is not set
ERROR: 0:20: 'fragment-shader struct input' : not supported for this version or the enabled extensions
......@@ -84,4 +83,69 @@ Linked fragment stage:
Shader version: 140
Requested GL_ARB_separate_shader_objects
ERROR: node is still EOpNull!
0:10 Function Definition: main( (void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child (float)
0:12 'clip' (float)
0:12 direct index (smooth float)
0:12 'gl_ClipDistance' (smooth in 5-element array of float)
0:12 Constant:
0:12 2 (const int)
0:22 Sequence
0:22 move second child to first child (float)
0:22 'patch' (float)
0:22 Constant:
0:22 3.100000
0:30 Function Definition: foo( (void)
0:30 Function Parameters:
0:32 Sequence
0:32 Sequence
0:32 move second child to first child (2-component vector of float)
0:32 'r1' (2-component vector of float)
0:32 modf (2-component vector of float)
0:32 vector swizzle (2-component vector of float)
0:32 'v' (smooth in 4-component vector of float)
0:32 Sequence
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 1 (const int)
0:32 vector swizzle (2-component vector of float)
0:32 'v' (smooth in 4-component vector of float)
0:32 Sequence
0:32 Constant:
0:32 2 (const int)
0:32 Constant:
0:32 3 (const int)
0:33 Sequence
0:33 move second child to first child (2-component vector of float)
0:33 'r2' (2-component vector of float)
0:33 modf (2-component vector of float)
0:33 vector swizzle (2-component vector of float)
0:33 'o' (out 4-component vector of float)
0:33 Sequence
0:33 Constant:
0:33 0 (const int)
0:33 Constant:
0:33 1 (const int)
0:33 vector swizzle (2-component vector of float)
0:33 'o' (out 4-component vector of float)
0:33 Sequence
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 3 (const int)
0:? Linker Objects
0:? 'v' (smooth in 4-component vector of float)
0:? 'i' (smooth in 4-component vector of float)
0:? 'o' (out 4-component vector of float)
0:? 'gl_ClipDistance' (smooth in 5-element array of float)
0:? 'gl_ClipDistance' (smooth in 5-element array of float)
0:? 's' (smooth in structure{float f})
0:? 'patch' (float)
0:? 'vl' (layout(location=3 ) smooth in 4-component vector of float)
0:? 'vl2' (layout(location=4 ) smooth in 4-component vector of float)
150.frag
Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:4: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord
ERROR: 0:5: 'redeclaration' : cannot redeclare with different qualification: gl_FragCoord
ERROR: 0:6: 'layout qualifier' : can only apply origin_upper_left and pixel_center_origin to gl_FragCoord
......@@ -37,4 +37,23 @@ Linked fragment stage:
Shader version: 150
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:9 Function Definition: main( (void)
0:9 Function Parameters:
0:11 Sequence
0:11 Sequence
0:11 move second child to first child (4-component vector of float)
0:11 'c' (4-component vector of float)
0:11 'gl_FragCoord' (gl_FragCoord 4-component vector of float)
0:18 Sequence
0:18 move second child to first child (float)
0:18 'patch' (float)
0:18 Constant:
0:18 3.100000
0:? Linker Objects
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)
0:? 'gl_FragCoord' (gl_FragCoord 4-component vector of float)
0:? 'foo' (smooth in 4-component vector of float)
0:? 's' (smooth in structure{float f})
0:? 'patch' (float)
......@@ -25,7 +25,7 @@ ERROR: node is still EOpNull!
0:44 Convert uint to float (float)
0:44 direct index (mediump uint)
0:44 bv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)
0:44 '__anon__0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})
0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})
0:44 Constant:
0:44 0 (const uint)
0:44 Constant:
......@@ -52,14 +52,63 @@ ERROR: node is still EOpNull!
0:45 0 (const int)
0:? Linker Objects
0:? 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})
0:? '__anon__0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})
0:? 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:? 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:? '__anon__1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u})
0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u})
Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:42 Function Definition: main( (void)
0:42 Function Parameters:
0:44 Sequence
0:44 Function Call: texture(is31;vf3; (mediump 4-component vector of int)
0:44 sampler: direct index for structure (lowp isampler3D)
0:44 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})
0:44 Constant:
0:44 2 (const int)
0:44 Construct vec3 (3-component vector of float)
0:44 Convert int to float (float)
0:44 ni: direct index for structure (layout(column_major shared ) uniform mediump int)
0:44 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:44 Constant:
0:44 1 (const int)
0:44 Convert uint to float (float)
0:44 direct index (mediump uint)
0:44 bv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)
0:44 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})
0:44 Constant:
0:44 0 (const uint)
0:44 Constant:
0:44 1 (const int)
0:44 Convert uint to float (float)
0:44 direct index (mediump uint)
0:44 nbv: direct index for structure (layout(column_major shared ) uniform mediump 4-component vector of uint)
0:44 direct index (layout(column_major shared ) block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:44 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
0:44 2 (const int)
0:45 indirect index (layout(column_major shared ) block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:45 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:45 direct index (mediump uint)
0:45 v: direct index for structure (mediump 4-component vector of uint)
0:45 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})
0:45 Constant:
0:45 1 (const int)
0:45 Constant:
0:45 0 (const int)
0:? Linker Objects
0:? 's' (uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t})
0:? 'anon@0' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint bv, layout(column_major shared ) uniform mediump 2X2 matrix of float bm2, layout(column_major shared ) uniform lowp isampler2D sampler, layout(column_major shared ) uniform structure{mediump int a} t, layout(column_major shared ) uniform structure{mediump 4-component vector of float u, mediump 4-component vector of uint v, lowp isampler3D sampler, mediump 3-component vector of float w, structure{mediump int a} t} fbs})
0:? 'inst' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:? 'insts' (layout(column_major shared ) uniform 4-element array of block{layout(column_major shared ) uniform mediump 4-component vector of uint nbv, layout(column_major shared ) uniform mediump int ni})
0:? 'anon@1' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f, layout(column_major shared ) uniform mediump uint u})
......@@ -37,4 +37,29 @@ Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:10 Function Definition: main( (void)
0:10 Function Parameters:
0:12 Sequence
0:12 move second child to first child (mediump 4-component vector of float)
0:12 'c' (layout(location=1 ) out mediump 4-component vector of float)
0:12 'color' (layout(location=2 ) smooth in mediump 4-component vector of float)
0:13 move second child to first child (mediump 4-component vector of float)
0:13 'p' (layout(location=3 ) out mediump 4-component vector of float)
0:13 'pos' (smooth in mediump 4-component vector of float)
0:14 move second child to first child (mediump 4-component vector of float)
0:14 direct index (layout(location=4 ) mediump 4-component vector of float)
0:14 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float)
0:14 Constant:
0:14 1 (const int)
0:14 'pos' (smooth in mediump 4-component vector of float)
0:? Linker Objects
0:? 'pos' (smooth in mediump 4-component vector of float)
0:? 'color' (layout(location=2 ) smooth in mediump 4-component vector of float)
0:? 'c' (layout(location=1 ) out mediump 4-component vector of float)
0:? 'p' (layout(location=3 ) out mediump 4-component vector of float)
0:? 'q' (layout(location=4 ) out 2-element array of mediump 4-component vector of float)
0:? 'ca' (layout(location=40 ) out 4-element array of mediump float)
0:? 'cb' (layout(location=41 ) out 2-element array of mediump float)
0:? 'cc' (layout(location=39 ) out 6-element array of mediump float)
......@@ -14,4 +14,10 @@ Linked fragment stage:
ERROR: Linking fragment stage: when more than one fragment shader output, all must have location qualifiers
Shader version: 300
0:? Sequence
0:8 Function Definition: main( (void)
0:8 Function Parameters:
0:? Linker Objects
0:? 'color1' (out highp 4-component vector of float)
0:? 'color2' (out highp 4-component vector of float)
......@@ -15,4 +15,12 @@ Linked fragment stage:
Shader version: 300
0:? Sequence
0:9 Function Definition: main( (void)
0:9 Function Parameters:
0:? Linker Objects
0:? 'pos' (smooth in mediump 4-component vector of float)
0:? 'c' (layout(location=1 ) out mediump 4-component vector of float)
0:? 'p' (layout(location=5 ) out mediump 4-component vector of float)
0:? 'q' (layout(location=9 ) out 2-element array of mediump 4-component vector of float)
......@@ -12,4 +12,9 @@ Linked fragment stage:
Shader version: 300
0:? Sequence
0:7 Function Definition: main( (void)
0:7 Function Parameters:
0:? Linker Objects
0:? 'color1' (out highp 4-component vector of float)
......@@ -241,4 +241,180 @@ Linked fragment stage:
Shader version: 300
ERROR: node is still EOpNull!
0:13 Function Definition: main( (void)
0:13 Function Parameters:
0:? Sequence
0:30 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})
0:31 's' (structure{mediump int i})
0:32 'i' (mediump int)
0:33 'u' (mediump uint)
0:34 'u' (mediump uint)
0:35 'iv3' (mediump 3-component vector of int)
0:36 'iv4' (mediump 4-component vector of int)
0:37 'i' (mediump int)
0:38 'iv3' (mediump 3-component vector of int)
0:39 'a' (5-element array of mediump float)
0:40 'b' (bool)
0:42 'f' (mediump float)
0:43 'i' (mediump int)
0:44 'f' (mediump float)
0:45 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})
0:46 's' (structure{mediump int i})
0:47 'a' (5-element array of mediump float)
0:48 'b3' (3-component vector of bool)
0:50 Constant:
0:50 false (const bool)
0:51 Constant:
0:51 false (const bool)
0:52 Constant:
0:52 false (const bool)
0:53 Constant:
0:53 false (const bool)
0:54 Constant:
0:54 false (const bool)
0:55 Constant:
0:55 false (const bool)
0:57 Constant:
0:57 false (const bool)
0:58 Constant:
0:58 false (const bool)
0:59 Constant:
0:59 false (const bool)
0:60 Constant:
0:60 false (const bool)
0:61 Constant:
0:61 false (const bool)
0:62 Constant:
0:62 false (const bool)
0:64 'u' (mediump uint)
0:65 'i' (mediump int)
0:66 'm2' (mediump 2X2 matrix of float)
0:67 'v3' (mediump 3-component vector of float)
0:68 'a' (5-element array of mediump float)
0:70 'f' (mediump float)
0:71 'm4' (mediump 4X4 matrix of float)
0:72 'v3' (mediump 3-component vector of float)
0:73 'a' (5-element array of mediump float)
0:74 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})
0:76 'i' (mediump int)
0:77 'u' (mediump uint)
0:78 'i' (mediump int)
0:79 'f' (mediump float)
0:80 'm4' (mediump 4X4 matrix of float)
0:81 'a' (5-element array of mediump float)
0:82 'iv3' (mediump 3-component vector of int)
0:84 'i' (mediump int)
0:85 'u' (mediump uint)
0:86 'i' (mediump int)
0:87 'u' (mediump uint)
0:88 'm2' (mediump 2X2 matrix of float)
0:89 's' (structure{mediump int i})
0:90 move second child to first child (mediump float)
0:90 move second child to first child (mediump float)
0:90 'f' (mediump float)
0:90 'f' (mediump float)
0:90 'f' (mediump float)
0:93 vector-scale (mediump 4-component vector of float)
0:93 'f' (mediump float)
0:93 'v4' (mediump 4-component vector of float)
0:94 add (mediump uint)
0:94 'u' (mediump uint)
0:94 'u' (mediump uint)
0:95 divide (mediump 4-component vector of uint)
0:95 'uv4' (mediump 4-component vector of uint)
0:95 'u' (mediump uint)
0:96 subtract second child into first child (mediump 3-component vector of int)
0:96 'iv3' (mediump 3-component vector of int)
0:96 'iv3' (mediump 3-component vector of int)
0:98 mod second child into first child (mediump int)
0:98 'i' (mediump int)
0:98 Constant:
0:98 3 (const int)
0:99 mod (mediump 3-component vector of uint)
0:99 'uv3' (mediump 3-component vector of uint)
0:99 Constant:
0:99 4 (const uint)
0:100 Pre-Decrement (mediump 2X2 matrix of float)
0:100 'm2' (mediump 2X2 matrix of float)
0:101 Post-Increment (mediump 4-component vector of int)
0:101 'iv4' (mediump 4-component vector of int)
0:103 Compare Not Equal (bool)
0:103 'm4' (mediump 4X4 matrix of float)
0:103 'm4' (mediump 4X4 matrix of float)
0:104 Compare Equal (bool)
0:104 'm2' (mediump 2X2 matrix of float)
0:104 'm2' (mediump 2X2 matrix of float)
0:105 Compare Less Than or Equal (bool)
0:105 'i' (mediump int)
0:105 'i' (mediump int)
0:106 Compare Equal (bool)
0:106 'a' (5-element array of mediump float)
0:106 'a' (5-element array of mediump float)
0:107 Compare Not Equal (bool)
0:107 's' (structure{mediump int i})
0:107 's' (structure{mediump int i})
0:109 logical-and (bool)
0:109 'b' (bool)
0:109 'b' (bool)
0:110 logical-or (bool)
0:110 'b' (bool)
0:110 'b' (bool)
0:111 logical-xor (bool)
0:111 'b' (bool)
0:111 'b' (bool)
0:113 Comma (mediump 3-component vector of uint)
0:113 Negate conditional (bool)
0:113 'b' (bool)
0:113 'uv3' (mediump 3-component vector of uint)
0:115 Bitwise not (mediump int)
0:115 'i' (mediump int)
0:116 Bitwise not (mediump uint)
0:116 'u' (mediump uint)
0:117 Bitwise not (mediump 3-component vector of uint)
0:117 'uv3' (mediump 3-component vector of uint)
0:118 Bitwise not (mediump 3-component vector of int)
0:118 'iv3' (mediump 3-component vector of int)
0:120 left shift second child into first child (mediump 3-component vector of uint)
0:120 'uv3' (mediump 3-component vector of uint)
0:120 'i' (mediump int)
0:121 right-shift (mediump int)
0:121 'i' (mediump int)
0:121 'i' (mediump int)
0:122 left-shift (mediump uint)
0:122 'u' (mediump uint)
0:122 'u' (mediump uint)
0:123 right-shift (mediump 3-component vector of int)
0:123 'iv3' (mediump 3-component vector of int)
0:123 'iv3' (mediump 3-component vector of int)
0:125 bitwise and (mediump int)
0:125 'i' (mediump int)
0:125 'i' (mediump int)
0:126 inclusive-or (mediump uint)
0:126 'u' (mediump uint)
0:126 'u' (mediump uint)
0:127 exclusive-or (mediump 3-component vector of int)
0:127 'iv3' (mediump 3-component vector of int)
0:127 'iv3' (mediump 3-component vector of int)
0:128 bitwise and (mediump 3-component vector of uint)
0:128 'u' (mediump uint)
0:128 'uv3' (mediump 3-component vector of uint)
0:129 inclusive-or (mediump 3-component vector of uint)
0:129 'uv3' (mediump 3-component vector of uint)
0:129 'u' (mediump uint)
0:130 and second child into first child (mediump 3-component vector of uint)
0:130 'uv3' (mediump 3-component vector of uint)
0:130 'u' (mediump uint)
0:132 direct index (mediump int)
0:132 'arr' (2-element array of mediump int)
0:132 Constant:
0:132 1 (const int)
0:134 direct index (mediump int)
0:134 'arr2' (3-element array of mediump int)
0:134 Constant:
0:134 2 (const int)
0:? Linker Objects
0:? 'instanceName' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump float f})
0:? 's' (structure{mediump int i})
0:? 'a' (5-element array of mediump float)
......@@ -135,4 +135,111 @@ Linked vertex stage:
Shader version: 300
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; (highp int)
0:3 Function Parameters:
0:3 'a' (in highp int)
0:3 'b' (in highp int)
0:3 'c' (in highp int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child (highp float)
0:8 'a' (highp float)
0:8 add (highp float)
0:8 Convert int to float (highp float)
0:8 'a' (in highp int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' (in highp int)
0:25 Function Definition: cos(f1; (highp float)
0:25 Function Parameters:
0:25 'x' (in highp float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; (bool)
0:29 Function Parameters:
0:29 'x' (in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:36 Function Definition: main( (void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( (highp int)
0:42 'sin' (highp float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; (highp int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child (highp float)
0:47 'f' (highp float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child (highp 4-component vector of float)
0:49 'gl_Position' (invariant gl_Position highp 4-component vector of float)
0:49 Construct vec4 (highp 4-component vector of float)
0:49 'f' (highp float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child (highp int)
0:51 'f' (highp int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than (bool)
0:51 'f' (highp int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment (highp int)
0:52 'f' (highp int)
0:51 Loop Terminal Expression
0:51 Pre-Increment (highp int)
0:51 'f' (highp int)
0:54 Sequence
0:54 move second child to first child (highp int)
0:54 'x' (highp int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child (highp float)
0:56 'x' (highp float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child (highp float)
0:56 'y' (highp float)
0:56 'x' (highp float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child (highp int)
0:60 'x' (highp int)
0:60 'x' (highp int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child (structure{highp int x})
0:68 'S' (structure{highp int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure (highp int)
0:69 'S' (structure{highp int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' (bool)
0:? 'gl_VertexID' (gl_VertexId highp int)
0:? 'gl_InstanceID' (gl_InstanceId highp int)
330.frag
Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:27: 'block declaration' : cannot redeclare block: gl_block
ERROR: 0:31: 'gl_name' : identifiers starting with "gl_" are reserved
ERROR: 0:32: 'gl_i' : identifiers starting with "gl_" are reserved
......@@ -58,7 +58,7 @@ ERROR: node is still EOpNull!
0:23 move second child to first child (4-component vector of float)
0:23 'c' (4-component vector of float)
0:23 gl_Color: direct index for structure (in 4-component vector of float)
0:23 '__anon__0' (in block{in 4-component vector of float gl_Color, })
0:23 'anon@0' (in block{in 4-component vector of float gl_Color, })
0:23 Constant:
0:23 2 (const uint)
0:24 move second child to first child (4-component vector of float)
......@@ -68,7 +68,7 @@ ERROR: node is still EOpNull!
0:? 'inVar' (smooth in 4-component vector of float)
0:? 'outVar' (out 4-component vector of float)
0:? 'varyingVar' (smooth in 4-component vector of float)
0:? '__anon__0' (in block{in 4-component vector of float gl_Color, })
0:? 'anon@0' (in block{in 4-component vector of float gl_Color, })
0:? 'gl_name' (in block{in int gl_i})
0:? 'start' (const int)
0:? 6 (const int)
......@@ -77,7 +77,7 @@ ERROR: node is still EOpNull!
0:? 'v20' (smooth in 4-component vector of float)
0:? 'v21' (layout(location=60 ) smooth in float)
0:? 'v22' (layout(location=2 ) smooth in float)
0:? '__anon__1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2})
0:? 'anon@1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2})
0:? 'uinst' (layout(location=1 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})
0:? 'v3' (layout(location=6 ) smooth in 4-component vector of float)
0:? 'v4' (smooth in 4-component vector of float)
......@@ -90,7 +90,7 @@ ERROR: node is still EOpNull!
0:? 'in3' (in block{in float f1, layout(location=40 ) in float f2})
0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})
0:? 's' (layout(location=33 ) smooth in structure{3-component vector of float a, 2X2 matrix of float b, 2-element array of 4-component vector of float c, 2-component vector of float A})
0:? '__anon__2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k})
0:? 'anon@2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k})
Linked fragment stage:
......@@ -101,4 +101,62 @@ ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
Shader version: 330
Requested GL_ARB_enhanced_layouts
Requested GL_ARB_separate_shader_objects
ERROR: node is still EOpNull!
0:8 Function Definition: main( (void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child (4-component vector of float)
0:10 'gl_FragColor' (fragColor 4-component vector of float)
0:10 'varyingVar' (smooth in 4-component vector of float)
0:11 move second child to first child (4-component vector of float)
0:11 direct index (4-component vector of float)
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 'inVar' (smooth in 4-component vector of float)
0:12 Sequence
0:12 move second child to first child (int)
0:12 'buffer' (int)
0:12 Constant:
0:12 4 (const int)
0:21 Function Definition: foo( (void)
0:21 Function Parameters:
0:23 Sequence
0:23 Sequence
0:23 move second child to first child (4-component vector of float)
0:23 'c' (4-component vector of float)
0:23 gl_Color: direct index for structure (in 4-component vector of float)
0:23 'anon@0' (in block{in 4-component vector of float gl_Color, })
0:23 Constant:
0:23 2 (const uint)
0:24 move second child to first child (4-component vector of float)
0:24 'outVar' (out 4-component vector of float)
0:24 'inVar' (smooth in 4-component vector of float)
0:? Linker Objects
0:? 'inVar' (smooth in 4-component vector of float)
0:? 'outVar' (out 4-component vector of float)
0:? 'varyingVar' (smooth in 4-component vector of float)
0:? 'anon@0' (in block{in 4-component vector of float gl_Color, })
0:? 'gl_name' (in block{in int gl_i})
0:? 'start' (const int)
0:? 6 (const int)
0:? 'v1' (smooth in 4-component vector of float)
0:? 'v2' (layout(location=8 ) smooth in 4-component vector of float)
0:? 'v20' (smooth in 4-component vector of float)
0:? 'v21' (layout(location=60 ) smooth in float)
0:? 'v22' (layout(location=2 ) smooth in float)
0:? 'anon@1' (in block{layout(location=1 component=0 ) in float f1, layout(location=3 ) in float f2})
0:? 'uinst' (layout(location=1 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})
0:? 'v3' (layout(location=6 ) smooth in 4-component vector of float)
0:? 'v4' (smooth in 4-component vector of float)
0:? 'v5' (smooth in 4-component vector of float)
0:? 'v6' (layout(location=30 ) smooth in 4-component vector of float)
0:? 'v23' (layout(location=61 ) smooth in float)
0:? 'v24' (layout(location=62 ) smooth in float)
0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2, layout(location=26 component=0 ) in 4-component vector of float f3, layout(location=21 ) in structure{float f1, float f2} s2, layout(location=23 component=0 ) in 4-component vector of float f4, layout(location=24 component=0 ) in 4-component vector of float f5})
0:? 'uinst2' (layout(location=13 column_major shared ) uniform block{layout(column_major shared ) uniform float f1, layout(location=3 column_major shared ) uniform float f2})
0:? 'in3' (in block{in float f1, layout(location=40 ) in float f2})
0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})
0:? 's' (layout(location=33 ) smooth in structure{3-component vector of float a, 2X2 matrix of float b, 2-element array of 4-component vector of float c, 2-component vector of float A})
0:? 'anon@2' (in block{layout(location=44 component=0 ) in 4-component vector of float d, layout(location=45 component=0 ) in 4-component vector of float e, layout(location=47 ) in 4-component vector of float f, layout(location=48 component=0 ) in 4-component vector of float g, layout(location=41 ) in 4-component vector of float h, layout(location=42 component=0 ) in 4-component vector of float i, layout(location=43 component=0 ) in 4-component vector of float j, layout(location=44 component=0 ) in 4-component vector of float k})
330comp.frag
Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.
Shader version: 330
0:? Sequence
......@@ -28,4 +28,23 @@ Linked fragment stage:
ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData
Shader version: 330
0:? Sequence
0:8 Function Definition: main( (void)
0:8 Function Parameters:
0:10 Sequence
0:10 move second child to first child (4-component vector of float)
0:10 'gl_FragColor' (fragColor 4-component vector of float)
0:10 'varyingVar' (smooth in 4-component vector of float)
0:11 move second child to first child (4-component vector of float)
0:11 direct index (4-component vector of float)
0:11 'gl_FragData' (fragColor 32-element array of 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:11 vector-times-matrix (4-component vector of float)
0:11 'inVar' (smooth in 4-component vector of float)
0:11 'gl_ModelViewMatrix' (uniform 4X4 matrix of float)
0:? Linker Objects
0:? 'inVar' (smooth in 4-component vector of float)
0:? 'outVar' (out 4-component vector of float)
0:? 'varyingVar' (smooth in 4-component vector of float)
400.geom
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: 0:12: 'invocations' : can only apply to a standalone qualifier
ERROR: 0:20: 'patch' : not supported in this stage: geometry
ERROR: 0:20: 'gl_PointSize' : cannot add layout to redeclared block member
......@@ -101,4 +101,66 @@ invocations = 4
max_vertices = 127
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:3 Function Definition: main( (void)
0:3 Function Parameters:
0:5 Sequence
0:5 EmitStreamVertex (void)
0:5 Constant:
0:5 1 (const int)
0:6 EndStreamPrimitive (void)
0:6 Constant:
0:6 0 (const int)
0:7 EmitVertex (void)
0:8 EndPrimitive (void)
0:9 Sequence
0:9 move second child to first child (int)
0:9 'id' (int)
0:9 'gl_InvocationID' (in int)
0:23 Function Definition: foo( (void)
0:23 Function Parameters:
0:25 Sequence
0:25 Constant:
0:25 1 (const int)
0:26 gl_Position: direct index for structure (in 4-component vector of float)
0:26 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize})
0:26 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 0 (const int)
0:34 Function Definition: foo2( (void)
0:34 Function Parameters:
0:36 Sequence
0:36 Constant:
0:36 1 (const int)
0:37 Constant:
0:37 3 (const int)
0:46 Function Definition: foo3( (void)
0:46 Function Parameters:
0:48 Sequence
0:48 Constant:
0:48 3 (const int)
0:49 Constant:
0:49 3 (const int)
0:50 Constant:
0:50 3 (const int)
0:51 Constant:
0:51 3 (const int)
0:? Linker Objects
0:? 'bn' (in 3-element array of block{in int a})
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize})
0:? 'color' (in 3-element array of 4-component vector of float)
0:? 'color2' (in 3-element array of 4-component vector of float)
0:? 'colorS' (in 3-element array of 4-component vector of float)
0:? 'colorBad' (in 4-element array of 4-component vector of float)
0:? 'colorbad2' (in 2-element array of 4-component vector of float)
0:? 'cva' (layout(location=4 ) in 3-element array of 4-component vector of float)
0:? 'cvb' (layout(location=5 ) in 3-element array of 4-component vector of float)
0:? 'cmc' (layout(location=2 ) in 3-element array of 3X3 matrix of float)
0:? 'patchIn' (patch in 3-element array of 4-component vector of float)
0:? 'patchOut' (layout(stream=0 ) patch out 4-component vector of float)
0:? 'scalar' (in float)
0:? 'inbls' (in block{in int a})
0:? 'inbla' (in 17-element array of block{in int a})
410.geom
Warning, version 410 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 410 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:8: 'myIn' : cannot redeclare a built-in block with a user name
ERROR: 0:12: 'gl_myIn' : no declaration found for redeclaration
ERROR: 0:20: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
......@@ -38,17 +38,17 @@ ERROR: node is still EOpNull!
0:30 0 (const int)
0:31 move second child to first child (float)
0:31 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float)
0:31 '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:31 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:31 Constant:
0:31 1 (const uint)
0:31 'p' (float)
0:33 gl_Position: direct index for structure (layout(stream=0 ) gl_Position void)
0:33 '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:33 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:33 Constant:
0:33 0 (const uint)
0:? Linker Objects
0:? 'gl_in' (in implicitly-sized array of block{in float gl_PointSize})
0:? '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
Linked geometry stage:
......@@ -62,4 +62,38 @@ invocations = 0
max_vertices = 0
input primitive = none
output primitive = none
ERROR: node is still EOpNull!
0:3 Function Definition: main( (void)
0:3 Function Parameters:
0:5 Sequence
0:5 move second child to first child (int)
0:5 'gl_ViewportIndex' (layout(stream=0 ) out int)
0:5 Constant:
0:5 7 (const int)
0:28 Function Definition: foo( (void)
0:28 Function Parameters:
0:30 Sequence
0:30 Sequence
0:30 move second child to first child (float)
0:30 'p' (float)
0:30 gl_PointSize: direct index for structure (in float)
0:30 direct index (block{in float gl_PointSize})
0:30 'gl_in' (in 2-element array of block{in float gl_PointSize})
0:30 Constant:
0:30 1 (const int)
0:30 Constant:
0:30 0 (const int)
0:31 move second child to first child (float)
0:31 gl_PointSize: direct index for structure (layout(stream=0 ) gl_PointSize float)
0:31 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:31 Constant:
0:31 1 (const uint)
0:31 'p' (float)
0:33 gl_Position: direct index for structure (layout(stream=0 ) gl_Position void)
0:33 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
0:33 Constant:
0:33 0 (const uint)
0:? Linker Objects
0:? 'gl_in' (in 2-element array of block{in float gl_PointSize})
0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, })
420.geom
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: 0:9: 'length' : array must first be sized by a redeclaration or layout qualifier
ERROR: 0:11: '[' : array must be sized by a redeclaration or layout qualifier before being indexed with a variable
ERROR: 0:42: 'assign' : l-value required (can't modify a const)
......@@ -121,7 +121,7 @@ ERROR: node is still EOpNull!
0:? 's2D' (uniform sampler2D)
0:? 'coord' (in 3-element array of 2-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? '__anon__0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})
0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out implicitly-sized array of float gl_ClipDistance})
Linked geometry stage:
......@@ -135,4 +135,112 @@ invocations = 0
max_vertices = 0
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:7 Function Definition: foo( (void)
0:7 Function Parameters:
0:9 Sequence
0:9 Constant:
0:9 1 (const int)
0:10 gl_Position: direct index for structure (in 4-component vector of float)
0:10 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:10 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:10 Constant:
0:10 1 (const int)
0:10 Constant:
0:10 0 (const int)
0:11 gl_Position: direct index for structure (in 4-component vector of float)
0:11 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:11 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:11 'i' (int)
0:11 Constant:
0:11 0 (const int)
0:18 Function Definition: foo3( (void)
0:18 Function Parameters:
0:20 Sequence
0:20 Constant:
0:20 3 (const int)
0:21 gl_Position: direct index for structure (in 4-component vector of float)
0:21 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:21 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:21 'i' (int)
0:21 Constant:
0:21 0 (const int)
0:22 Constant:
0:22 3 (const int)
0:29 Function Definition: foo4( (void)
0:29 Function Parameters:
0:? Sequence
0:40 Sequence
0:40 move second child to first child (4-component vector of float)
0:40 'v' (4-component vector of float)
0:40 Function Call: textureGatherOffset(s21;vf2;vi2; (4-component vector of float)
0:40 's2D' (uniform sampler2D)
0:40 direct index (2-component vector of float)
0:40 'coord' (in 3-element array of 2-component vector of float)
0:40 Constant:
0:40 0 (const int)
0:40 vector swizzle (2-component vector of int)
0:40 indirect index (2-component vector of int)
0:40 Constant:
0:40 0 (const int)
0:40 1 (const int)
0:40 1 (const int)
0:40 -2 (const int)
0:40 0 (const int)
0:40 3 (const int)
0:40 -3 (const int)
0:40 0 (const int)
0:40 2 (const int)
0:40 1 (const int)
0:40 'i' (int)
0:40 Sequence
0:40 Constant:
0:40 0 (const int)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child (2-component vector of int)
0:42 vector swizzle (2-component vector of int)
0:42 indirect index (2-component vector of int)
0:42 Constant:
0:42 0 (const int)
0:42 1 (const int)
0:42 1 (const int)
0:42 -2 (const int)
0:42 0 (const int)
0:42 3 (const int)
0:42 -3 (const int)
0:42 0 (const int)
0:42 2 (const int)
0:42 1 (const int)
0:42 'i' (int)
0:42 Sequence
0:42 Constant:
0:42 0 (const int)
0:42 Constant:
0:42 1 (const int)
0:42 Constant:
0:42 3 (const int)
0:42 3 (const int)
0:43 move second child to first child (float)
0:43 direct index (float)
0:43 'v4' (uniform 4-component vector of float)
0:43 Constant:
0:43 0 (const int)
0:43 Constant:
0:43 3.200000
0:44 vector swizzle (2-component vector of float)
0:44 'v4' (uniform 4-component vector of float)
0:44 Sequence
0:44 Constant:
0:44 0 (const int)
0:44 Constant:
0:44 1 (const int)
0:? Linker Objects
0:? 'i' (int)
0:? 'gl_in' (in 3-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:? 'color3' (in 3-element array of 4-component vector of float)
0:? 's2D' (uniform sampler2D)
0:? 'coord' (in 3-element array of 2-component vector of float)
0:? 'v4' (uniform 4-component vector of float)
0:? 'anon@0' (layout(stream=0 ) out block{layout(stream=0 ) gl_PointSize float gl_PointSize, layout(stream=0 ) out 1-element array of float gl_ClipDistance})
420.vert
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: 0:2: '#version' : must occur first in shader
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
ERROR: 0:3: 'varying' : no longer supported in core profile; removed in version 420
......@@ -126,15 +126,15 @@ ERROR: node is still EOpNull!
0:? 'dx' (const float)
0:? 4.200000
0:? 'boundInst' (layout(binding=3 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})
0:? '__anon__0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})
0:? '__anon__1' (layout(binding=1 ) in block{in int aoeua})
0:? '__anon__2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu})
0:? 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})
0:? 'anon@1' (layout(binding=1 ) in block{in int aoeua})
0:? 'anon@2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu})
0:? 'sampb1' (layout(binding=4 ) uniform sampler2D)
0:? 'sampb2' (layout(binding=5 ) uniform 10-element array of sampler2D)
0:? 'sampb3' (layout(binding=80 ) uniform sampler2D)
0:? 'sampb4' (layout(binding=31 ) uniform sampler2D)
0:? 'sampb5' (layout(binding=79 ) uniform 2-element array of sampler2D)
0:? '__anon__3' (out block{out implicitly-sized array of float gl_ClipDistance, })
0:? 'anon@3' (out block{out implicitly-sized array of float gl_ClipDistance, })
0:? 'patchIn' (patch in 4-component vector of float)
0:? 'patchOut' (smooth patch out 4-component vector of float)
0:? 'gl_VertexID' (gl_VertexId int)
......@@ -145,4 +145,108 @@ Linked vertex stage:
Shader version: 420
ERROR: node is still EOpNull!
0:20 Function Definition: foo( (const int)
0:20 Function Parameters:
0:? Sequence
0:23 Sequence
0:23 move second child to first child (int)
0:23 'b' (const (read only) int)
0:23 'anonconst' (int)
0:25 Sequence
0:25 move second child to first child (int)
0:25 'd' (const (read only) int)
0:25 'b' (const (read only) int)
0:29 Branch: Return with expression
0:29 'b' (const (read only) int)
0:32 Function Definition: main( (void)
0:32 Function Parameters:
0:? Sequence
0:35 Test condition and select (void)
0:35 Condition
0:35 Compare Equal (bool)
0:35 'i' (int)
0:35 Constant:
0:35 3 (const int)
0:35 true case
0:36 Sequence
0:36 move second child to first child (int)
0:36 'j' (int)
0:36 'i' (int)
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 Constant:
0:42 true (const bool)
0:42 No loop body
0:50 Function Definition: bar(vf4; (void)
0:50 Function Parameters:
0:50 'v' (in 4-component vector of float)
0:? Sequence
0:53 's' (int)
0:54 's' (int)
0:55 Test condition and select (void)
0:55 Condition
0:55 Compare Equal (bool)
0:55 direct index (float)
0:55 direct index (4-component vector of float)
0:55 'bad' (in 10-element array of 4-component vector of float)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 0 (const int)
0:55 Constant:
0:55 4.200000
0:55 true case is null
0:57 Test condition and select (void)
0:57 Condition
0:57 Constant:
0:57 true (const bool)
0:57 true case
0:58 move second child to first child (4-component vector of float)
0:58 'badorder3' (flat out 4-component vector of float)
0:58 direct index (4-component vector of float)
0:58 'bad' (in 10-element array of 4-component vector of float)
0:58 Constant:
0:58 0 (const int)
0:61 Sequence
0:61 move second child to first child (3-component vector of float)
0:61 'smeared' (3-component vector of float)
0:61 Construct vec3 (3-component vector of float)
0:61 'f' (float)
0:62 'f' (float)
0:63 'f' (float)
0:? Linker Objects
0:? 'v2' (smooth out 2-component vector of float)
0:? 'bad' (in 10-element array of 4-component vector of float)
0:? 'badorder' (in 4-component vector of float)
0:? 'badorder2' (invariant smooth out 4-component vector of float)
0:? 'badorder4' (centroid in 4-component vector of float)
0:? 'badorder3' (flat out 4-component vector of float)
0:? 'rep' (smooth flat out 4-component vector of float)
0:? 'rep2' (centroid smooth sample out 4-component vector of float)
0:? 'rep3' (in 4-component vector of float)
0:? 'anonconst' (int)
0:? 'aconst' (const int)
0:? 5 (const int)
0:? 'a' (const int)
0:? 5 (const int)
0:? 'b' (int)
0:? 'cx' (const float)
0:? 4.200000
0:? 'dx' (const float)
0:? 4.200000
0:? 'boundInst' (layout(binding=3 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})
0:? 'anon@0' (layout(binding=7 column_major shared ) uniform block{layout(column_major shared ) uniform int aoeu})
0:? 'anon@1' (layout(binding=1 ) in block{in int aoeua})
0:? 'anon@2' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform int aooeu})
0:? 'sampb1' (layout(binding=4 ) uniform sampler2D)
0:? 'sampb2' (layout(binding=5 ) uniform 10-element array of sampler2D)
0:? 'sampb3' (layout(binding=80 ) uniform sampler2D)
0:? 'sampb4' (layout(binding=31 ) uniform sampler2D)
0:? 'sampb5' (layout(binding=79 ) uniform 2-element array of sampler2D)
0:? 'anon@3' (out block{out 1-element array of float gl_ClipDistance, })
0:? 'patchIn' (patch in 4-component vector of float)
0:? 'patchOut' (smooth patch out 4-component vector of float)
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
420_size_gl_in.geom
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: 0:19: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 1 compilation errors. No code generated.
......@@ -48,4 +48,30 @@ invocations = 0
max_vertices = 0
input primitive = triangles
output primitive = none
ERROR: node is still EOpNull!
0:11 Function Definition: foo( (void)
0:11 Function Parameters:
0:13 Sequence
0:13 Constant:
0:13 3 (const int)
0:14 gl_Position: direct index for structure (in 4-component vector of float)
0:14 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:14 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:14 Constant:
0:14 1 (const int)
0:14 Constant:
0:14 0 (const int)
0:15 Constant:
0:15 3 (const int)
0:16 gl_Position: direct index for structure (in 4-component vector of float)
0:16 indirect index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:16 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
0:16 'i' (int)
0:16 Constant:
0:16 0 (const int)
0:? Linker Objects
0:? 'i' (int)
0:? 'colorun' (in 3-element array of 4-component vector of float)
0:? 'color3' (in 3-element array of 4-component vector of float)
0:? 'gl_in' (in 3-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})
430.comp
Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:12: 'location qualifier on input' : not supported in this stage: compute
ERROR: 1 compilation errors. No code generated.
......@@ -22,4 +22,15 @@ Linked compute stage:
Shader version: 430
ERROR: node is still EOpNull!
0:3 Function Definition: main( (void)
0:3 Function Parameters:
0:5 Sequence
0:5 MemoryBarrierAtomicCounter (void)
0:6 MemoryBarrierBuffer (void)
0:7 MemoryBarrierShared (void)
0:8 MemoryBarrierImage (void)
0:9 GroupMemoryBarrier (void)
0:? Linker Objects
0:? 'v3' (layout(location=2 ) in 3-component vector of float)
430.vert
Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:3: 'location' : can only appy to uniform, buffer, in, or out storage qualifiers
ERROR: 0:7: 'location qualifier on in/out block' : not supported for this version or the enabled extensions
ERROR: 0:8: 'location qualifier on in/out block' : not supported for this version or the enabled extensions
......@@ -57,7 +57,7 @@ ERROR: node is still EOpNull!
0:16 move second child to first child (float)
0:16 direct index (float)
0:16 gl_ClipDistance: direct index for structure (out 17-element array of float)
0:16 '__anon__0' (out block{out 17-element array of float gl_ClipDistance, })
0:16 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })
0:16 Constant:
0:16 2 (const uint)
0:16 Constant:
......@@ -75,7 +75,7 @@ ERROR: node is still EOpNull!
0:? 'uv4' (layout(location=4 ) uniform 4-component vector of float)
0:? 'b1' (layout(location=2 ) in block{in 4-component vector of float v})
0:? 'b2' (layout(location=2 ) out block{out 4-component vector of float v})
0:? '__anon__0' (out block{out 17-element array of float gl_ClipDistance, })
0:? 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })
0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{7-element array of 3X2 matrix of float m, float f})
0:? 'cf' (layout(location=54 ) smooth out float)
0:? 'cg' (layout(location=53 ) smooth out float)
......@@ -122,4 +122,65 @@ ERROR: xfb_buffer 3, xfb_stride 64, minimum stride needed: 80
Shader version: 430
Requested GL_ARB_enhanced_layouts
in xfb mode
ERROR: node is still EOpNull!
0:14 Function Definition: foo( (void)
0:14 Function Parameters:
0:16 Sequence
0:16 move second child to first child (float)
0:16 direct index (float)
0:16 gl_ClipDistance: direct index for structure (out 17-element array of float)
0:16 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })
0:16 Constant:
0:16 2 (const uint)
0:16 Constant:
0:16 2 (const int)
0:16 Constant:
0:16 3.700000
0:31 Function Definition: foo3(vf4;vf3;vf2;vf3; (void)
0:31 Function Parameters:
0:31 'v4' (in 4-component vector of float)
0:31 'v3' (in 3-component vector of float)
0:31 'v2' (in 2-component vector of float)
0:31 'cv3' (in 3-component vector of float)
0:? Linker Objects
0:? 'v4' (layout(location=3 ) 4-component vector of float)
0:? 'uv4' (layout(location=4 ) uniform 4-component vector of float)
0:? 'b1' (layout(location=2 ) in block{in 4-component vector of float v})
0:? 'b2' (layout(location=2 ) out block{out 4-component vector of float v})
0:? 'anon@0' (out block{out 17-element array of float gl_ClipDistance, })
0:? 'cs' (layout(location=10 ) smooth out 2-element array of structure{7-element array of 3X2 matrix of float m, float f})
0:? 'cf' (layout(location=54 ) smooth out float)
0:? 'cg' (layout(location=53 ) smooth out float)
0:? 'alias1' (layout(location=10 ) in 4-component vector of float)
0:? 'alias2' (layout(location=10 ) in 4-component vector of float)
0:? 'v6e' (layout(location=0 ) in 4-component vector of float)
0:? 'ininst2e' (in block{layout(location=25 ) in float f2})
0:? 'in4e' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})
0:? 'inst4e' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})
0:? 'inst9e' (layout(column_major shared align=32 ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f, layout(column_major shared offset=20 ) uniform float g})
0:? 'spinste' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b})
0:? 'aconste' (4-element array of int)
0:? 'bconste' (64-element array of int)
0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})
0:? 'bge' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
0:? 'bhe' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)
0:? 'bbinst4e' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})
0:? 'bbinst5e' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2})
0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})
0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g})
0:? 'spinst' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b})
0:? 'aconst' (4-element array of int)
0:? 'bconst' (64-element array of int)
0:? 'start2' (const int)
0:? 5 (const int)
0:? 'v6' (layout(location=19 ) in 4-component vector of float)
0:? 'ininst2' (in block{layout(location=28 component=0 ) in bool b1, layout(location=29 component=0 ) in float f1, layout(location=25 ) in float f2})
0:? 'in4' (in block{layout(location=50 ) in float f1, layout(location=51 ) in float f2})
0:? 'bbinst2g' (out block{layout(xfb_buffer=3 xfb_offset=64 ) out 4-component vector of float bbv})
0:? 'bg' (layout(xfb_buffer=1 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
0:? 'bh' (layout(xfb_buffer=1 xfb_offset=32 xfb_stride=80 ) smooth out 4-component vector of float)
0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=1 xfb_offset=16 ) out 4-component vector of float bbv1})
0:? 'bbinst5' (out block{layout(xfb_buffer=1 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=1 xfb_offset=64 xfb_stride=80 ) out 4-component vector of float bbv2})
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
430scope.vert
Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:5: 'a' : redefinition
ERROR: 0:17: 'b' : function name is redeclaration of existing name
ERROR: 0:20: 'c' : redefinition
......@@ -64,7 +64,7 @@ ERROR: node is still EOpNull!
0:47 3.000000
0:49 move second child to first child (4-component vector of float)
0:49 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float)
0:49 '__anon__0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
0:49 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
0:49 Constant:
0:49 0 (const uint)
0:49 Construct vec4 (4-component vector of float)
......@@ -129,4 +129,115 @@ Linked vertex stage:
Shader version: 430
ERROR: node is still EOpNull!
0:3 Function Definition: f(i1;i1;i1; (int)
0:3 Function Parameters:
0:3 'a' (in int)
0:3 'b' (in int)
0:3 'c' (in int)
0:? Sequence
0:8 Sequence
0:8 Sequence
0:8 move second child to first child (float)
0:8 'a' (float)
0:8 add (float)
0:8 Convert int to float (float)
0:8 'a' (in int)
0:8 Constant:
0:8 1.000000
0:11 Branch: Return with expression
0:11 'a' (in int)
0:25 Function Definition: cos(f1; (float)
0:25 Function Parameters:
0:25 'x' (in float)
0:27 Sequence
0:27 Branch: Return with expression
0:27 Constant:
0:27 1.000000
0:29 Function Definition: radians(b1; (bool)
0:29 Function Parameters:
0:29 'x' (in bool)
0:31 Sequence
0:31 Branch: Return with expression
0:31 Constant:
0:31 true (const bool)
0:36 Function Definition: main( (void)
0:36 Function Parameters:
0:? Sequence
0:39 Function Call: g( (int)
0:42 'sin' (float)
0:43 Constant:
0:43 0.000000
0:44 Function Call: f(i1;i1;i1; (int)
0:44 Constant:
0:44 1 (const int)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 3 (const int)
0:47 move second child to first child (float)
0:47 'f' (float)
0:47 Constant:
0:47 3.000000
0:49 move second child to first child (4-component vector of float)
0:49 gl_Position: direct index for structure (invariant gl_Position 4-component vector of float)
0:49 'anon@0' (out block{invariant gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
0:49 Constant:
0:49 0 (const uint)
0:49 Construct vec4 (4-component vector of float)
0:49 'f' (float)
0:51 Sequence
0:51 Sequence
0:51 move second child to first child (int)
0:51 'f' (int)
0:51 Constant:
0:51 0 (const int)
0:51 Loop with condition tested first
0:51 Loop Condition
0:51 Compare Less Than (bool)
0:51 'f' (int)
0:51 Constant:
0:51 10 (const int)
0:51 Loop Body
0:52 Pre-Increment (int)
0:52 'f' (int)
0:51 Loop Terminal Expression
0:51 Pre-Increment (int)
0:51 'f' (int)
0:54 Sequence
0:54 move second child to first child (int)
0:54 'x' (int)
0:54 Constant:
0:54 1 (const int)
0:56 Sequence
0:56 Sequence
0:56 move second child to first child (float)
0:56 'x' (float)
0:56 Constant:
0:56 2.000000
0:56 move second child to first child (float)
0:56 'y' (float)
0:56 'x' (float)
0:60 Sequence
0:60 Sequence
0:60 move second child to first child (int)
0:60 'x' (int)
0:60 'x' (int)
0:68 Sequence
0:68 Sequence
0:68 move second child to first child (structure{int x})
0:68 'S' (structure{int x})
0:68 Constant:
0:68 0 (const int)
0:69 x: direct index for structure (int)
0:69 'S' (structure{int x})
0:69 Constant:
0:69 0 (const int)
0:73 Constant:
0:73 0.000000
0:? Linker Objects
0:? 'b' (bool)
0:? 'tan' (float)
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
440.frag
Warning, version 440 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:11: 'location' : overlapping use of location 4
ERROR: 0:13: 'component' : type overflows the available 4 components
ERROR: 0:22: 'location' : fragment outputs sharing the same location must be the same basic type 30
......@@ -92,4 +92,40 @@ Linked fragment stage:
ERROR: Linking fragment stage: Missing entry point: Each stage requires one "void main()" entry point
Shader version: 440
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'a' (layout(location=4 component=2 ) smooth in 2-component vector of float)
0:? 'b' (layout(location=4 component=1 ) smooth in float)
0:? 'h' (layout(location=4 component=2 ) smooth in 2-component vector of float)
0:? 'c' (layout(location=3 component=2 ) smooth in 3-component vector of float)
0:? 'e' (layout(location=20 component=0 ) smooth in 6-element array of 3-component vector of float)
0:? 'f' (layout(location=20 component=3 ) smooth in 6-element array of float)
0:? 'be' (layout(location=30 component=3 ) out int)
0:? 'bf' (layout(location=30 component=0 ) out 3-component vector of float)
0:? 'inst1' (layout(column_major shared offset=12 ) uniform block{layout(column_major shared ) uniform int a})
0:? 'inst2' (layout(offset=12 ) in block{in int a})
0:? 'inst3' (layout(offset=12 ) out block{out int a})
0:? 'inst4' (layout(column_major std140 align=16 ) uniform block{layout(column_major std140 offset=0 align=16 ) uniform int a})
0:? 'inst8' (layout(column_major shared align=16 ) uniform block{layout(column_major shared ) uniform int a})
0:? 'inst5' (layout(align=16 ) in block{in int a})
0:? 'inst6' (layout(align=16 ) out block{out int a})
0:? 'v1' (layout(offset=12 ) uniform 4-component vector of float)
0:? 'v2' (layout(offset=12 ) smooth in 4-component vector of float)
0:? 'v3' (layout(offset=12 ) out 4-component vector of float)
0:? 'v4' (layout(align=16 ) uniform 4-component vector of float)
0:? 'v5' (layout(align=16 ) smooth in 4-component vector of float)
0:? 'v6' (layout(align=16 ) out 4-component vector of float)
0:? 'v7' (layout(std140 ) uniform 4-component vector of float)
0:? 'inst7' (layout(column_major shared ) uniform block{layout(column_major shared offset=12 align=4 ) uniform float f})
0:? 'inst10' (in block{layout(offset=12 ) in float f, layout(align=4 ) in float g})
0:? 'inst9' (layout(column_major std430 align=32 ) uniform block{layout(column_major std430 align=32 ) uniform float e, layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 offset=20 align=32 ) uniform float g, layout(column_major std430 align=32 ) uniform float h})
0:? 'inst11' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=12 align=4 ) uniform float f, layout(column_major std430 ) uniform float g})
0:? 'specExampleErrors' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b, layout(column_major std140 offset=48 ) uniform 2-component vector of float c, layout(column_major std140 offset=56 ) uniform double g, layout(column_major std140 offset=72 ) uniform double h})
0:? 'specExample' (layout(column_major std140 ) uniform block{layout(column_major std140 offset=0 ) uniform 4-component vector of float a, layout(column_major std140 offset=32 ) uniform 3-component vector of float b, layout(column_major std140 offset=48 ) uniform 2-component vector of float d, layout(column_major std140 offset=64 align=16 ) uniform float e, layout(column_major std140 offset=72 align=2 ) uniform double f, layout(column_major std140 offset=80 ) uniform float h, layout(column_major std140 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std140 offset=168 align=8 ) uniform float j})
0:? 'specExampleErrors430' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform 4-component vector of float a, layout(column_major std430 offset=32 ) uniform 3-component vector of float b, layout(column_major std430 offset=48 ) uniform 2-component vector of float c, layout(column_major std430 offset=56 ) uniform double g, layout(column_major std430 offset=72 ) uniform double h})
0:? 'specExample430' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform 4-component vector of float a, layout(column_major std430 offset=32 ) uniform 3-component vector of float b, layout(column_major std430 offset=48 ) uniform 2-component vector of float d, layout(column_major std430 offset=64 align=16 ) uniform float e, layout(column_major std430 offset=72 align=2 ) uniform double f, layout(column_major std430 offset=80 ) uniform float h, layout(column_major std430 offset=128 align=64 ) uniform 3-component vector of double i, layout(column_major std430 offset=168 align=8 ) uniform float j})
0:? 'specExample4300' (layout(column_major std430 align=128 ) uniform block{layout(column_major std430 offset=0 align=128 ) uniform 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) uniform 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) uniform 2-component vector of float d, layout(column_major std430 offset=384 align=128 ) uniform float e, layout(column_major std430 offset=512 align=128 ) uniform double f, layout(column_major std430 offset=640 align=128 ) uniform float h, layout(column_major std430 offset=768 align=128 ) uniform 3-component vector of double i})
0:? 'specExample4301' (layout(column_major std430 align=128 ) uniform block{layout(column_major std430 offset=0 align=128 ) uniform 4-component vector of float a, layout(column_major std430 offset=128 align=128 ) uniform 3-component vector of float b, layout(column_major std430 offset=256 align=128 ) uniform 2-component vector of float d, layout(column_major std430 offset=512 align=128 ) uniform float e, layout(column_major std430 offset=520 align=8 ) uniform double f, layout(column_major std430 offset=640 align=128 ) uniform float h, layout(column_major std430 offset=768 align=128 ) uniform 3-component vector of double i})
0:? 'aconst' (4-element array of int)
0:? 'bconst' (64-element array of int)
440.vert
Warning, version 440 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 440 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:8: 'component' : type overflows the available 4 components
ERROR: 0:15: 'component' : component is too large
ERROR: 0:23: 'location' : overlapping use of location 4
......@@ -115,4 +115,56 @@ ERROR: xfb_buffer 7, components (1/4 stride) needed are 66, gl_MaxTransformF
Shader version: 440
in xfb mode
ERROR: node is still EOpNull!
0:? Linker Objects
0:? 'a' (layout(location=2 component=2 ) in 2-component vector of float)
0:? 'b' (layout(location=2 component=1 ) in float)
0:? 'c' (layout(location=3 component=2 ) in 3-component vector of float)
0:? 'd' (layout(location=0 component=3 ) in 4-element array of float)
0:? 'e' (layout(location=4 component=0 ) in 5-element array of 3-component vector of float)
0:? 'f' (layout(location=4 component=3 ) in 5-element array of float)
0:? 'g' (layout(location=9 ) in 6-element array of float)
0:? 'h' (layout(location=4 component=2 ) in 2-component vector of float)
0:? 'i' (layout(location=3 component=2 ) smooth out 2-component vector of float)
0:? 'j' (layout(location=3 component=0 ) smooth out 2-component vector of float)
0:? 'k' (layout(location=4 component=2 ) smooth out 2-component vector of float)
0:? 'm' (layout(location=4 component=2 ) smooth out 2-component vector of float)
0:? 'n' (layout(location=2 component=2 ) smooth out 2-component vector of float)
0:? 'p' (layout(location=2 component=0 ) smooth out 3-component vector of float)
0:? 'q' (layout(location=10 component=3 ) smooth out 6-element array of float)
0:? 'r' (layout(location=10 component=0 ) smooth out 6-element array of 3-component vector of float)
0:? 's' (layout(location=15 component=3 ) smooth out float)
0:? 't' (layout(location=10 component=1 ) smooth out float)
0:? 'u' (layout(location=20 component=2 ) smooth out float)
0:? 'v' (layout(location=20 component=0 ) smooth out float)
0:? 'w' (layout(location=20 component=3 ) smooth out float)
0:? 'x' (layout(location=20 component=1 ) smooth out 2-component vector of float)
0:? 'y' (layout(location=30 component=3 ) smooth out 2-component vector of float)
0:? 'z' (layout(location=31 component=1 ) smooth out 4-component vector of float)
0:? 'ba' (layout(location=32 component=1 ) smooth out 4X4 matrix of float)
0:? 'Ss' (layout(location=33 component=1 ) smooth out structure{int a})
0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
0:? 'bc' (layout(location=63 component=1 ) smooth out float)
0:? 'bd' (out block{layout(location=40 component=2 ) out float u, layout(location=40 component=0 ) out float v, layout(location=40 component=3 ) out float w, layout(location=40 component=1 ) out 2-component vector of float x, layout(location=41 component=3 ) out 2-component vector of float y, layout(location=42 component=1 ) out 4-component vector of float z, layout(location=42 component=1 ) out 4X4 matrix of float ba, layout(location=43 component=1 ) out structure{int a} Ss})
0:? 'be' (layout(location=50 component=3 ) smooth out int)
0:? 'bf' (layout(location=50 component=0 ) smooth out 3-component vector of float)
0:? 'bbinst1' (out block{out 4-component vector of float bbv})
0:? 'bbinst2' (out block{layout(xfb_buffer=0 xfb_offset=64 ) out 4-component vector of float bbv})
0:? 'bbinst3' (out block{layout(xfb_buffer=3 xfb_offset=16 ) out 4-component vector of float bbv})
0:? 'ubbinst3' (layout(column_major shared ) uniform block{layout(column_major shared xfb_offset=16 ) uniform 4-component vector of float bbv})
0:? 'bg' (layout(xfb_buffer=2 xfb_offset=48 xfb_stride=80 ) smooth out 4-component vector of float)
0:? 'bh' (layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) smooth out 4-component vector of float)
0:? 'bbinst4' (layout(xfb_stride=80 ) out block{layout(xfb_buffer=2 xfb_offset=16 ) out 4-component vector of float bbv1, layout(xfb_buffer=2 xfb_offset=32 ) out 4-component vector of float bbv2})
0:? 'bbinst5' (out block{layout(xfb_buffer=3 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=48 xfb_stride=64 ) out 4-component vector of float bbv2, out 4-component vector of float bbv3})
0:? 'bbinst6' (out block{layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv1, layout(xfb_buffer=3 xfb_offset=32 xfb_stride=64 ) out 4-component vector of float bbv2, layout(xfb_buffer=2 xfb_offset=0 ) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout(xfb_buffer=2 xfb_offset=24 ) out float bbf6})
0:? 'bj' (layout(xfb_buffer=1 xfb_offset=4 ) smooth out float)
0:? 'bk' (layout(xfb_buffer=1 xfb_offset=0 ) smooth out 2-component vector of int)
0:? 'bl' (layout(xfb_stride=48 ) smooth out float)
0:? 'bbinst7' (layout(xfb_stride=48 ) out block{layout(xfb_stride=64 ) out 4-component vector of float bbv1, layout(xfb_stride=32 ) out 4-component vector of float bbv2})
0:? 'bbinst8' (layout(xfb_stride=92 ) out block{layout(xfb_buffer=0 xfb_offset=0 ) out bool b, layout(xfb_buffer=0 xfb_offset=8 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=0 xfb_offset=48 ) out int i, layout(xfb_buffer=0 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=0 xfb_offset=88 ) out float f, layout(xfb_buffer=0 xfb_offset=92 ) out float g})
0:? 'bbinst9' (out block{layout(xfb_buffer=4 xfb_offset=1 ) out bool b, layout(xfb_buffer=4 xfb_offset=12 ) out structure{bool b, structure{int i, double d, float f} s, 2-component vector of float v2} t, layout(xfb_buffer=4 xfb_offset=52 ) out 3X3 matrix of float m3, layout(xfb_buffer=4 xfb_offset=90 ) out int i, layout(xfb_buffer=4 xfb_offset=98 ) out double d, layout(xfb_buffer=4 xfb_offset=108 ) out structure{int a} s})
0:? 'bm' (layout(xfb_buffer=5 xfb_offset=0 ) smooth out float)
0:? 'bbinst10' (out block{layout(xfb_buffer=7 xfb_offset=0 ) out 4X4 matrix of double m1, layout(xfb_buffer=7 xfb_offset=128 ) out 4X4 matrix of double m2, layout(xfb_buffer=7 xfb_offset=256 ) out float f})
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
../../LunarGLASS/test/aggOps.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
WARNING: 0:6: varying deprecated in version 130; may be removed in future release
......@@ -153,4 +152,147 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
0:23 Function Definition: main( (void)
0:23 Function Parameters:
0:? Sequence
0:27 move second child to first child (3-element array of structure{int i, float f})
0:27 'a' (3-element array of structure{int i, float f})
0:27 Construct structure (3-element array of structure{int i, float f})
0:27 Construct structure (structure{int i, float f})
0:27 Convert float to int (int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 0 (const int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 1 (const int)
0:27 Construct structure (structure{int i, float f})
0:27 Convert float to int (int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 2 (const int)
0:27 direct index (float)
0:27 'u' (smooth in 4-component vector of float)
0:27 Constant:
0:27 3 (const int)
0:27 Constant:
0:27 14 (const int)
0:27 14.000000
0:28 move second child to first child (3-element array of structure{int i, float f})
0:28 'b' (3-element array of structure{int i, float f})
0:28 Construct structure (3-element array of structure{int i, float f})
0:28 Constant:
0:28 17 (const int)
0:28 17.000000
0:28 Construct structure (structure{int i, float f})
0:28 Convert float to int (int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 1 (const int)
0:28 Construct structure (structure{int i, float f})
0:28 Convert float to int (int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 2 (const int)
0:28 direct index (float)
0:28 'w' (smooth in 4-component vector of float)
0:28 Constant:
0:28 3 (const int)
0:30 Test condition and select (void)
0:30 Condition
0:30 Compare Equal (bool)
0:30 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:30 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:30 true case
0:31 move second child to first child (4-component vector of float)
0:31 'v' (4-component vector of float)
0:31 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:31 'sampler' (uniform sampler2D)
0:31 'coord' (smooth in 2-component vector of float)
0:30 false case
0:33 move second child to first child (4-component vector of float)
0:33 'v' (4-component vector of float)
0:33 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:33 'sampler' (uniform sampler2D)
0:33 vector-scale (2-component vector of float)
0:33 Constant:
0:33 2.000000
0:33 'coord' (smooth in 2-component vector of float)
0:35 Test condition and select (void)
0:35 Condition
0:35 Compare Equal (bool)
0:35 'u' (smooth in 4-component vector of float)
0:35 'v' (4-component vector of float)
0:35 true case
0:36 vector scale second child into first child (4-component vector of float)
0:36 'v' (4-component vector of float)
0:36 Constant:
0:36 3.000000
0:38 Test condition and select (void)
0:38 Condition
0:38 Compare Not Equal (bool)
0:38 'u' (smooth in 4-component vector of float)
0:38 'v' (4-component vector of float)
0:38 true case
0:39 vector scale second child into first child (4-component vector of float)
0:39 'v' (4-component vector of float)
0:39 Constant:
0:39 4.000000
0:41 Test condition and select (void)
0:41 Condition
0:41 Compare Equal (bool)
0:41 'coord' (smooth in 2-component vector of float)
0:41 vector swizzle (2-component vector of float)
0:41 'v' (4-component vector of float)
0:41 Sequence
0:41 Constant:
0:41 1 (const int)
0:41 Constant:
0:41 3 (const int)
0:41 true case
0:42 vector scale second child into first child (4-component vector of float)
0:42 'v' (4-component vector of float)
0:42 Constant:
0:42 5.000000
0:44 Test condition and select (void)
0:44 Condition
0:44 Compare Equal (bool)
0:44 'a' (3-element array of structure{int i, float f})
0:44 'b' (3-element array of structure{int i, float f})
0:44 true case
0:45 vector scale second child into first child (4-component vector of float)
0:45 'v' (4-component vector of float)
0:45 Constant:
0:45 6.000000
0:47 Test condition and select (void)
0:47 Condition
0:47 Compare Not Equal (bool)
0:47 'a' (3-element array of structure{int i, float f})
0:47 'b' (3-element array of structure{int i, float f})
0:47 true case
0:48 vector scale second child into first child (4-component vector of float)
0:48 'v' (4-component vector of float)
0:48 Constant:
0:48 7.000000
0:50 move second child to first child (4-component vector of float)
0:50 'gl_FragColor' (fragColor 4-component vector of float)
0:50 'v' (4-component vector of float)
0:? Linker Objects
0:? 'sampler' (uniform sampler2D)
0:? 'coord' (smooth in 2-component vector of float)
0:? 'u' (smooth in 4-component vector of float)
0:? 'w' (smooth in 4-component vector of float)
0:? 'foo1' (uniform structure{int i, float f})
0:? 'foo2a' (uniform structure{int i, float f, structure{int i, float f} s1_1})
0:? 'foo2b' (uniform structure{int i, float f, structure{int i, float f} s1_1})
......@@ -122,4 +122,119 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( (void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child (4-component vector of float)
0:6 'white' (4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child (4-component vector of float)
0:7 'black' (4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child (4-component vector of float)
0:8 'color' (4-component vector of float)
0:8 'white' (4-component vector of float)
0:11 Sequence
0:11 move second child to first child (float)
0:11 'x' (float)
0:11 subtract (float)
0:11 component-wise multiply (float)
0:11 direct index (float)
0:11 'tex_coord' (smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child (float)
0:12 'y' (float)
0:12 subtract (float)
0:12 component-wise multiply (float)
0:12 direct index (float)
0:12 'tex_coord' (smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child (float)
0:14 'radius' (float)
0:14 sqrt (float)
0:14 add (float)
0:14 component-wise multiply (float)
0:14 'x' (float)
0:14 'x' (float)
0:14 component-wise multiply (float)
0:14 'y' (float)
0:14 'y' (float)
0:15 Test condition and select (void)
0:15 Condition
0:15 Compare Greater Than (bool)
0:15 'radius' (float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select (void)
0:16 Condition
0:16 Compare Greater Than (bool)
0:16 'radius' (float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment (4-component vector of float)
0:17 'color' (4-component vector of float)
0:20 move second child to first child (4-component vector of float)
0:20 'gl_FragColor' (fragColor 4-component vector of float)
0:20 'color' (4-component vector of float)
0:22 Test condition and select (void)
0:22 Condition
0:22 Compare Greater Than (bool)
0:22 'radius' (float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment (4-component vector of float)
0:23 'color' (4-component vector of float)
0:28 Branch: Kill
0:31 Test condition and select (void)
0:31 Condition
0:31 Compare Greater Than or Equal (bool)
0:31 'radius' (float)
0:31 Constant:
0:31 0.750000
0:31 true case
0:32 subtract second child into first child (4-component vector of float)
0:32 'color' (4-component vector of float)
0:32 Absolute value (float)
0:32 divide (float)
0:32 pow (float)
0:32 'radius' (float)
0:32 Constant:
0:32 16.000000
0:32 Constant:
0:32 2.000000
0:34 move second child to first child (4-component vector of float)
0:34 'gl_FragColor' (fragColor 4-component vector of float)
0:34 'color' (4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' (smooth in 2-component vector of float)
......@@ -63,4 +63,60 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( (void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child (4-component vector of float)
0:6 'white' (4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child (4-component vector of float)
0:7 'black' (4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child (4-component vector of float)
0:8 'color' (4-component vector of float)
0:8 'white' (4-component vector of float)
0:11 Sequence
0:11 move second child to first child (float)
0:11 'x' (float)
0:11 subtract (float)
0:11 component-wise multiply (float)
0:11 direct index (float)
0:11 'tex_coord' (smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child (float)
0:12 'y' (float)
0:12 subtract (float)
0:12 component-wise multiply (float)
0:12 direct index (float)
0:12 'tex_coord' (smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Branch: Kill
0:17 move second child to first child (4-component vector of float)
0:17 'gl_FragColor' (fragColor 4-component vector of float)
0:17 'color' (4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' (smooth in 2-component vector of float)
......@@ -162,4 +162,135 @@ Linked fragment stage:
Shader version: 100
ERROR: node is still EOpNull!
0:9 Function Definition: foo(f1[5]; (4-element array of mediump float)
0:9 Function Parameters:
0:9 'a' (in 5-element array of mediump float)
0:11 Sequence
0:11 Branch: Return with expression
0:11 Construct float (4-element array of float)
0:11 direct index (mediump float)
0:11 'a' (in 5-element array of mediump float)
0:11 Constant:
0:11 0 (const int)
0:11 direct index (mediump float)
0:11 'a' (in 5-element array of mediump float)
0:11 Constant:
0:11 1 (const int)
0:11 direct index (mediump float)
0:11 'a' (in 5-element array of mediump float)
0:11 Constant:
0:11 2 (const int)
0:11 direct index (mediump float)
0:11 'a' (in 5-element array of mediump float)
0:11 Constant:
0:11 3 (const int)
0:14 Function Definition: bar(f1[5]; (void)
0:14 Function Parameters:
0:14 '' (in 5-element array of mediump float)
0:16 Function Definition: main( (void)
0:16 Function Parameters:
0:? Sequence
0:? Sequence
0:21 move second child to first child (mediump float)
0:21 direct index (mediump float)
0:21 'gu' (2-element array of mediump float)
0:21 Constant:
0:21 2 (const int)
0:21 Constant:
0:21 4.000000
0:24 move second child to first child (4-element array of mediump float)
0:24 'g4' (4-element array of mediump float)
0:24 Function Call: foo(f1[5]; (4-element array of mediump float)
0:24 'g5' (5-element array of mediump float)
0:25 'g5' (5-element array of mediump float)
0:26 'gu' (1-element array of mediump float)
0:28 Constant:
0:28 0.000000
0:29 Function Call: bar(f1[5]; (void)
0:29 'g5' (5-element array of mediump float)
0:31 Test condition and select (void)
0:31 Condition
0:31 Compare Equal (bool)
0:31 Constant:
0:31 1.000000
0:31 2.000000
0:31 3.000000
0:31 4.000000
0:31 'g4' (4-element array of mediump float)
0:31 true case
0:32 move second child to first child (mediump float)
0:32 direct index (mediump float)
0:32 'gu' (1-element array of mediump float)
0:32 Constant:
0:32 0 (const int)
0:32 Constant:
0:32 2.000000
0:35 move second child to first child (mediump float)
0:35 direct index (mediump float)
0:35 'u' (5-element array of mediump float)
0:35 Constant:
0:35 5 (const int)
0:35 Constant:
0:35 5.000000
0:36 Function Call: foo(f1[5]; (4-element array of mediump float)
0:36 'u' (5-element array of mediump float)
0:38 move second child to first child (mediump 4-component vector of float)
0:38 direct index (mediump 4-component vector of float)
0:38 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)
0:38 Constant:
0:38 1000 (const int)
0:38 Constant:
0:38 1.000000
0:38 1.000000
0:38 1.000000
0:38 1.000000
0:39 move second child to first child (mediump 4-component vector of float)
0:39 direct index (mediump 4-component vector of float)
0:39 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)
0:39 Constant:
0:39 -1 (const int)
0:39 Constant:
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:39 1.000000
0:40 move second child to first child (mediump 4-component vector of float)
0:40 direct index (mediump 4-component vector of float)
0:40 'gl_FragData' (fragColor 32-element array of mediump 4-component vector of float)
0:40 Constant:
0:40 3 (const int)
0:40 Constant:
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:40 1.000000
0:53 Function Definition: bar9( (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:53 Function Parameters:
0:? Sequence
0:56 Branch: Return with expression
0:56 's' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:59 Function Definition: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (void)
0:59 Function Parameters:
0:59 's' (in structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:63 Function Definition: bar11( (void)
0:63 Function Parameters:
0:? Sequence
0:66 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:66 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:66 's2' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:67 Function Call: bar10(struct-SB-vf4-struct-SA-vf3-vf2[4]11; (void)
0:67 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:68 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:68 's2' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:68 Function Call: bar9( (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:69 Sequence
0:69 move second child to first child (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:69 'initSb' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:69 's1' (structure{mediump 4-component vector of float v4, structure{mediump 3-component vector of float v3, 4-element array of mediump 2-component vector of float v2} sa})
0:? Linker Objects
0:? 'gu' (1-element array of mediump float)
0:? 'g4' (4-element array of mediump float)
0:? 'g5' (5-element array of mediump float)
0:? 'a' (uniform mediump int)
comment.frag
Warning, version 430 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.
WARNING: 0:10: 'line continuation' : used at end of comment; the following line is still part of the comment
WARNING: 0:12: 'line continuation' : used at end of comment; the following line is still part of the comment
......@@ -15,4 +15,9 @@ Linked fragment stage:
Shader version: 430
0:? Sequence
0:17 Function Definition: main( (void)
0:17 Function Parameters:
0:? Linker Objects
0:? 'v' (smooth in 4-component vector of float)
......@@ -34,4 +34,31 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:6 Function Definition: main( (void)
0:6 Function Parameters:
0:8 Sequence
0:8 Sequence
0:8 move second child to first child (4-component vector of float)
0:8 'v' (4-component vector of float)
0:8 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:8 'tex' (uniform sampler2D)
0:8 'coord' (smooth in 2-component vector of float)
0:10 Test condition and select (void)
0:10 Condition
0:10 Compare Equal (bool)
0:10 'v' (4-component vector of float)
0:10 Constant:
0:10 0.100000
0:10 0.200000
0:10 0.300000
0:10 0.400000
0:10 true case
0:11 Branch: Kill
0:13 move second child to first child (4-component vector of float)
0:13 'gl_FragColor' (fragColor 4-component vector of float)
0:13 'v' (4-component vector of float)
0:? Linker Objects
0:? 'tex' (uniform sampler2D)
0:? 'coord' (smooth in 2-component vector of float)
constErrors.frag
Warning, version 330 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 330 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:14: 'non-constant initializer' : not supported for this version or the enabled extensions
ERROR: 0:17: '' : constant expression required
ERROR: 0:17: '' : array size must be a constant integer expression
......@@ -37,4 +37,22 @@ Linked fragment stage:
Shader version: 330
ERROR: node is still EOpNull!
0:10 Function Definition: main( (void)
0:10 Function Parameters:
0:? Sequence
0:14 Sequence
0:14 move second child to first child (int)
0:14 'a3' (const (read only) int)
0:14 'uniformInt' (uniform int)
0:? Linker Objects
0:? 'inVar' (smooth in 4-component vector of float)
0:? 'outVar' (out 4-component vector of float)
0:? 'constInt' (const int)
0:? 3 (const int)
0:? 'uniformInt' (uniform int)
0:? 's' (structure{3-component vector of float v3, 2-component vector of int iv2})
0:? 's2' (structure{3-component vector of float v3, 2-component vector of int iv2, 2X4 matrix of float m})
0:? 'f' (const float)
0:? 3.000000
......@@ -114,4 +114,74 @@ Linked vertex stage:
Shader version: 300
ERROR: node is still EOpNull!
0:4 Sequence
0:4 move second child to first child (highp float)
0:4 'sum' (highp float)
0:4 Constant:
0:4 0.000000
0:6 Function Definition: main( (void)
0:6 Function Parameters:
0:10 Sequence
0:10 add second child into first child (highp float)
0:10 'sum' (highp float)
0:10 Constant:
0:10 1.000000
0:15 add second child into first child (highp float)
0:15 'sum' (highp float)
0:15 Constant:
0:15 20.000000
0:30 add second child into first child (highp float)
0:30 'sum' (highp float)
0:30 Constant:
0:30 300.000000
0:39 move second child to first child (highp 4-component vector of float)
0:39 'gl_Position' (gl_Position highp 4-component vector of float)
0:39 Construct vec4 (highp 4-component vector of float)
0:39 'sum' (highp float)
0:44 Function Definition: foo( (highp float)
0:44 Function Parameters:
0:46 Sequence
0:46 Branch: Return with expression
0:46 add (highp float)
0:46 add (highp float)
0:46 direct index (highp float)
0:46 'gl_Position' (gl_Position highp 4-component vector of float)
0:46 Constant:
0:46 0 (const int)
0:46 Constant:
0:46 3.000000
0:46 add (highp float)
0:46 direct index (highp float)
0:46 'gl_Position' (gl_Position highp 4-component vector of float)
0:46 Constant:
0:46 0 (const int)
0:46 Constant:
0:46 3.000000
0:47 Branch: Return with expression
0:47 add (highp float)
0:47 add (highp float)
0:47 direct index (highp float)
0:47 'gl_Position' (gl_Position highp 4-component vector of float)
0:47 Constant:
0:47 1 (const int)
0:47 Constant:
0:47 3.000000
0:47 add (highp float)
0:47 direct index (highp float)
0:47 'gl_Position' (gl_Position highp 4-component vector of float)
0:47 Constant:
0:47 1 (const int)
0:47 Constant:
0:47 3.000000
0:97 Sequence
0:97 move second child to first child (highp float)
0:97 'c' (highp float)
0:98 Constant:
0:98 3.300000
0:? Linker Objects
0:? 'sum' (highp float)
0:? 'c' (highp float)
0:? 'gl_VertexID' (gl_VertexId highp int)
0:? 'gl_InstanceID' (gl_InstanceId highp int)
......@@ -46,4 +46,39 @@ Linked vertex stage:
Shader version: 110
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child (float)
0:5 'sum' (float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( (void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child (float)
0:12 'sum' (float)
0:12 Constant:
0:12 1.000000
0:22 add second child into first child (float)
0:22 'sum' (float)
0:22 Constant:
0:22 300.000000
0:37 add second child into first child (float)
0:37 'sum' (float)
0:37 Constant:
0:37 600000.000000
0:47 add second child into first child (float)
0:47 'sum' (float)
0:47 Constant:
0:47 80000000.000000
0:52 add second child into first child (float)
0:52 'sum' (float)
0:52 Constant:
0:52 900000000.000000
0:56 move second child to first child (4-component vector of float)
0:56 'gl_Position' (gl_Position 4-component vector of float)
0:56 Construct vec4 (4-component vector of float)
0:56 'sum' (float)
0:? Linker Objects
0:? 'sum' (float)
......@@ -77,4 +77,66 @@ Linked vertex stage:
Shader version: 110
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child (float)
0:5 'sum' (float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( (void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child (float)
0:12 'sum' (float)
0:12 Constant:
0:12 1.000000
0:21 add second child into first child (float)
0:21 'sum' (float)
0:21 Constant:
0:21 300.000000
0:61 add second child into first child (float)
0:61 'sum' (float)
0:61 Constant:
0:61 600000.000000
0:65 add second child into first child (float)
0:65 'sum' (float)
0:65 Constant:
0:65 80000000.000000
0:69 add second child into first child (float)
0:69 'sum' (float)
0:69 Constant:
0:69 900000000.000000
0:76 add second child into first child (float)
0:76 'sum' (float)
0:76 Constant:
0:76 7000000.000000
0:86 move second child to first child (4-component vector of float)
0:86 'gl_Position' (gl_Position 4-component vector of float)
0:86 Construct vec4 (4-component vector of float)
0:86 'sum' (float)
0:103 Sequence
0:103 move second child to first child (int)
0:103 'selected4' (int)
0:103 Constant:
0:103 4 (const int)
0:115 Sequence
0:115 move second child to first child (int)
0:115 'selected2' (int)
0:115 Constant:
0:115 2 (const int)
0:133 Sequence
0:133 move second child to first child (int)
0:133 'selected3' (int)
0:133 Constant:
0:133 3 (const int)
0:175 Function Definition: foo985( (void)
0:175 Function Parameters:
0:175 Sequence
0:175 Constant:
0:175 6 (const int)
0:? Linker Objects
0:? 'sum' (float)
0:? 'selected4' (int)
0:? 'selected2' (int)
0:? 'selected3' (int)
cppSimple.vert
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: 0:77: '#error' : good1
ERROR: 0:81: '#error' : good2
ERROR: 0:85: '#error' : good3
......@@ -126,7 +126,7 @@ ERROR: node is still EOpNull!
0:65 0.050000
0:69 move second child to first child (4-component vector of float)
0:69 gl_Position: direct index for structure (gl_Position 4-component vector of float)
0:69 '__anon__1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
0:69 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
0:69 Constant:
0:69 0 (const uint)
0:69 Construct vec4 (4-component vector of float)
......@@ -166,7 +166,7 @@ ERROR: node is still EOpNull!
12:20034 Sequence
12:20034 move second child to first child (4-component vector of float)
12:20034 gl_Position: direct index for structure (gl_Position 4-component vector of float)
12:20034 '__anon__1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
12:20034 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out implicitly-sized array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
12:20034 Constant:
12:20034 0 (const uint)
12:20034 Constant:
......@@ -198,4 +198,109 @@ Linked vertex stage:
Shader version: 400
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child (float)
0:5 'sum' (float)
0:5 Constant:
0:5 0.000000
0:7 Function Definition: main( (void)
0:7 Function Parameters:
0:12 Sequence
0:12 add second child into first child (float)
0:12 'sum' (float)
0:12 Constant:
0:12 1.000000
0:22 add second child into first child (float)
0:22 'sum' (float)
0:22 Constant:
0:22 300.000000
0:37 add second child into first child (float)
0:37 'sum' (float)
0:37 Constant:
0:37 600000.000000
0:48 add second child into first child (float)
0:48 'sum' (float)
0:48 Constant:
0:48 7000000.000000
0:53 add second child into first child (float)
0:53 'sum' (float)
0:53 Constant:
0:53 80000000.000000
0:58 add second child into first child (float)
0:58 'sum' (float)
0:58 Constant:
0:58 900000000.000000
0:65 add second child into first child (float)
0:65 'sum' (float)
0:65 Constant:
0:65 0.050000
0:69 move second child to first child (4-component vector of float)
0:69 gl_Position: direct index for structure (gl_Position 4-component vector of float)
0:69 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
0:69 Constant:
0:69 0 (const uint)
0:69 Construct vec4 (4-component vector of float)
0:69 'sum' (float)
0:124 Sequence
0:124 move second child to first child (int)
0:124 'linenumber' (int)
0:124 Constant:
0:124 124 (const int)
0:125 Sequence
0:125 move second child to first child (int)
0:125 'filenumber' (int)
0:125 Constant:
0:125 0 (const int)
0:126 Sequence
0:126 move second child to first child (int)
0:126 'version' (int)
0:126 Constant:
0:126 400 (const int)
0:130 Sequence
0:130 move second child to first child (float)
0:130 'twoPi' (float)
0:130 Constant:
0:130 6.280000
0:199 Sequence
0:199 move second child to first child (int)
0:199 'n' (int)
0:199 Constant:
0:199 15 (const int)
0:202 Sequence
0:202 move second child to first child (double)
0:202 'f' (double)
0:202 Constant:
0:202 0.000800
12:20032 Function Definition: foo234( (void)
12:20032 Function Parameters:
12:20034 Sequence
12:20034 move second child to first child (4-component vector of float)
12:20034 gl_Position: direct index for structure (gl_Position 4-component vector of float)
12:20034 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance, gl_ClipVertex 4-component vector of float gl_ClipVertex, out 4-component vector of float gl_FrontColor, out 4-component vector of float gl_BackColor, out 4-component vector of float gl_FrontSecondaryColor, out 4-component vector of float gl_BackSecondaryColor, out 1-element array of 4-component vector of float gl_TexCoord, out float gl_FogFragCoord})
12:20034 Constant:
12:20034 0 (const uint)
12:20034 Constant:
12:20034 6.000000
12:20034 6.000000
12:20034 6.000000
12:20034 6.000000
12:9012 Sequence
12:9012 move second child to first child (int)
12:9012 'R1' (int)
12:9012 'RECURSE' (int)
0:? Linker Objects
0:? 'sum' (float)
0:? 'linenumber' (int)
0:? 'filenumber' (int)
0:? 'version' (int)
0:? 'twoPi' (float)
0:? 'a' (int)
0:? 'n' (int)
0:? 'f' (double)
0:? 'RECURSE' (int)
0:? 'R1' (int)
0:? 'aoeua' (int)
0:? 'gl_VertexID' (gl_VertexId int)
0:? 'gl_InstanceID' (gl_InstanceId int)
../../LunarGLASS/test/dataOut.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
Shader version: 130
......@@ -21,4 +20,16 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
0:5 Function Definition: main( (void)
0:5 Function Parameters:
0:7 Sequence
0:7 move second child to first child (4-component vector of float)
0:7 direct index (4-component vector of float)
0:7 'gl_FragData' (fragColor 32-element array of 4-component vector of float)
0:7 Constant:
0:7 1 (const int)
0:7 'Color' (smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' (smooth in 4-component vector of float)
../../LunarGLASS/test/dataOutIndirect.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
Shader version: 130
......@@ -21,4 +20,16 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
0:7 Function Definition: main( (void)
0:7 Function Parameters:
0:9 Sequence
0:9 move second child to first child (4-component vector of float)
0:9 indirect index (4-component vector of float)
0:9 'gl_FragData' (fragColor 32-element array of 4-component vector of float)
0:9 'i' (uniform int)
0:9 'Color' (smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' (smooth in 4-component vector of float)
0:? 'i' (uniform int)
dce.frag
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.
Shader version: 400
0:? Sequence
......@@ -141,4 +141,136 @@ Linked fragment stage:
ERROR: Linking fragment stage: Missing entry point: Each stage requires one "void main()" entry point
Shader version: 400
0:? Sequence
0:5 Sequence
0:5 move second child to first child (int)
0:5 'c' (int)
0:5 Constant:
0:5 0 (const int)
0:7 Function Definition: bar( (void)
0:7 Function Parameters:
0:9 Sequence
0:9 Test condition and select (void)
0:9 Condition
0:9 Constant:
0:9 false (const bool)
0:9 true case
0:10 Pre-Increment (int)
0:10 'c' (int)
0:9 false case
0:12 Pre-Increment (int)
0:12 'c' (int)
0:14 Test condition and select (int)
0:14 Condition
0:14 Constant:
0:14 false (const bool)
0:14 true case
0:14 Pre-Increment (int)
0:14 'c' (int)
0:14 false case
0:14 Pre-Increment (int)
0:14 'c' (int)
0:16 switch
0:16 condition
0:16 'c' (int)
0:16 body
0:16 Sequence
0:17 case: with expression
0:17 Constant:
0:17 1 (const int)
0:? Sequence
0:18 Pre-Increment (int)
0:18 'c' (int)
0:19 Branch: Break
0:20 Pre-Increment (int)
0:20 'c' (int)
0:21 case: with expression
0:21 Constant:
0:21 2 (const int)
0:? Sequence
0:22 Branch: Break
0:23 Pre-Increment (int)
0:23 'c' (int)
0:24 default:
0:? Sequence
0:25 Branch: Break
0:28 Sequence
0:28 Sequence
0:28 move second child to first child (int)
0:28 'i' (int)
0:28 Constant:
0:28 0 (const int)
0:28 Loop with condition tested first
0:28 Loop Condition
0:28 Compare Less Than (bool)
0:28 'i' (int)
0:28 Constant:
0:28 0 (const int)
0:28 Loop Body
0:29 Pre-Increment (int)
0:29 'c' (int)
0:28 Loop Terminal Expression
0:28 Pre-Increment (int)
0:28 'i' (int)
0:31 Sequence
0:31 Sequence
0:31 move second child to first child (int)
0:31 'i' (int)
0:31 Constant:
0:31 0 (const int)
0:31 Loop with condition tested first
0:31 Loop Condition
0:31 Compare Less Than (bool)
0:31 'i' (int)
0:31 Constant:
0:31 10 (const int)
0:31 Loop Body
0:32 Sequence
0:32 Test condition and select (void)
0:32 Condition
0:32 Compare Less Than (bool)
0:32 'c' (int)
0:32 Constant:
0:32 3 (const int)
0:32 true case
0:33 Sequence
0:33 Branch: Break
0:34 Pre-Increment (int)
0:34 'c' (int)
0:32 false case
0:36 Sequence
0:36 Branch: Continue
0:37 Pre-Increment (int)
0:37 'c' (int)
0:31 Loop Terminal Expression
0:31 Pre-Increment (int)
0:31 'i' (int)
0:41 Branch: Return
0:43 Pre-Increment (int)
0:43 'c' (int)
0:46 Function Definition: foo( (int)
0:46 Function Parameters:
0:48 Sequence
0:48 Test condition and select (void)
0:48 Condition
0:48 Compare Greater Than (bool)
0:48 'c' (int)
0:48 Constant:
0:48 4 (const int)
0:48 true case
0:49 Sequence
0:49 Branch: Return with expression
0:49 Constant:
0:49 4 (const int)
0:50 Pre-Increment (int)
0:50 'c' (int)
0:53 Branch: Return with expression
0:53 Constant:
0:53 5 (const int)
0:55 Pre-Increment (int)
0:55 'c' (int)
0:? Linker Objects
0:? 'flag' (const bool)
0:? false (const bool)
0:? 'c' (int)
......@@ -273,4 +273,243 @@ Linked fragment stage:
Shader version: 120
ERROR: node is still EOpNull!
0:5 Sequence
0:5 move second child to first child (int)
0:5 'd1' (int)
0:5 Constant:
0:5 1 (const int)
0:6 Sequence
0:6 move second child to first child (int)
0:6 'e2' (int)
0:6 Constant:
0:6 2 (const int)
0:7 Sequence
0:7 move second child to first child (int)
0:7 'h3' (int)
0:7 Constant:
0:7 3 (const int)
0:14 Sequence
0:14 move second child to first child (4-element array of int)
0:14 'ii4' (4-element array of int)
0:14 Constant:
0:14 1 (const int)
0:14 2 (const int)
0:14 3 (const int)
0:14 4 (const int)
0:15 Sequence
0:15 move second child to first child (5-element array of int)
0:15 'ik5' (5-element array of int)
0:15 Constant:
0:15 5 (const int)
0:15 6 (const int)
0:15 7 (const int)
0:15 8 (const int)
0:15 9 (const int)
0:16 Sequence
0:16 move second child to first child (2-element array of int)
0:16 'im2' (2-element array of int)
0:16 Constant:
0:16 10 (const int)
0:16 11 (const int)
0:16 move second child to first child (3-element array of int)
0:16 'im3' (3-element array of int)
0:16 Constant:
0:16 12 (const int)
0:16 13 (const int)
0:16 14 (const int)
0:17 Sequence
0:17 move second child to first child (4-element array of int)
0:17 'in8' (4-element array of int)
0:17 Constant:
0:17 21 (const int)
0:17 22 (const int)
0:17 23 (const int)
0:17 24 (const int)
0:34 Sequence
0:34 move second child to first child (4-element array of int)
0:34 'gl_vi4' (4-element array of int)
0:34 Constant:
0:34 1 (const int)
0:34 2 (const int)
0:34 3 (const int)
0:34 4 (const int)
0:35 Sequence
0:35 move second child to first child (5-element array of int)
0:35 'gl_vk5' (5-element array of int)
0:35 Constant:
0:35 5 (const int)
0:35 6 (const int)
0:35 7 (const int)
0:35 8 (const int)
0:35 9 (const int)
0:36 Sequence
0:36 move second child to first child (2-element array of int)
0:36 'gl_vm2' (2-element array of int)
0:36 Constant:
0:36 10 (const int)
0:36 11 (const int)
0:36 move second child to first child (3-element array of int)
0:36 'gl_vm3' (3-element array of int)
0:36 Constant:
0:36 12 (const int)
0:36 13 (const int)
0:36 14 (const int)
0:37 Sequence
0:37 move second child to first child (4-element array of int)
0:37 'gl_vn8' (4-element array of int)
0:37 Constant:
0:37 21 (const int)
0:37 22 (const int)
0:37 23 (const int)
0:37 24 (const int)
0:39 Function Definition: main( (void)
0:39 Function Parameters:
0:41 Sequence
0:41 Loop with condition tested first
0:41 Loop Condition
0:41 move second child to first child (bool)
0:41 'cond' (bool)
0:41 Compare Less Than (bool)
0:41 'b' (int)
0:41 'c' (int)
0:41 No loop body
0:42 Loop with condition tested first
0:42 Loop Condition
0:42 move second child to first child (int)
0:42 'icond' (int)
0:42 'b' (int)
0:42 No loop body
0:43 Loop with condition tested first
0:43 Loop Condition
0:43 move second child to first child (bool)
0:43 'gl_cond' (bool)
0:43 Compare Less Than (bool)
0:43 'b' (int)
0:43 'c' (int)
0:43 No loop body
0:46 Sequence
0:46 move second child to first child (4-element array of int)
0:46 'foob__vi4' (4-element array of int)
0:46 Constant:
0:46 1 (const int)
0:46 2 (const int)
0:46 3 (const int)
0:46 4 (const int)
0:47 Sequence
0:47 move second child to first child (5-element array of int)
0:47 'foob__vk5' (5-element array of int)
0:47 Constant:
0:47 5 (const int)
0:47 6 (const int)
0:47 7 (const int)
0:47 8 (const int)
0:47 9 (const int)
0:48 Sequence
0:48 move second child to first child (2-element array of int)
0:48 '__foobvm2' (2-element array of int)
0:48 Constant:
0:48 10 (const int)
0:48 11 (const int)
0:48 move second child to first child (3-element array of int)
0:48 '__foobvm3' (3-element array of int)
0:48 Constant:
0:48 12 (const int)
0:48 13 (const int)
0:48 14 (const int)
0:49 Sequence
0:49 move second child to first child (4-element array of int)
0:49 'foob__vn8' (4-element array of int)
0:49 Constant:
0:49 21 (const int)
0:49 22 (const int)
0:49 23 (const int)
0:49 24 (const int)
0:? Linker Objects
0:? 'a' (int)
0:? 'b' (int)
0:? 'c' (int)
0:? 'd1' (int)
0:? 'e2' (int)
0:? 'f' (int)
0:? 'g' (int)
0:? 'h3' (int)
0:? 'i4' (4-element array of int)
0:? 'j' (int)
0:? 'k5' (5-element array of int)
0:? 'm6' (6-element array of int)
0:? 'm7' (7-element array of int)
0:? 'n8' (8-element array of int)
0:? 'p' (int)
0:? 'ii4' (4-element array of int)
0:? 'ij' (int)
0:? 'ik5' (5-element array of int)
0:? 'im2' (2-element array of int)
0:? 'im3' (3-element array of int)
0:? 'in8' (4-element array of int)
0:? 'ip' (int)
0:? 'cii4' (const 4-element array of int)
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:? 'cij' (int)
0:? 'cik5' (const 5-element array of int)
0:? 5 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:? 9 (const int)
0:? 'cim2' (const 2-element array of int)
0:? 10 (const int)
0:? 11 (const int)
0:? 'cim3' (const 3-element array of int)
0:? 12 (const int)
0:? 13 (const int)
0:? 14 (const int)
0:? 'cin8' (const 4-element array of int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:? 24 (const int)
0:? 'cip' (int)
0:? 'uii4' (uniform 4-element array of int)
0:? 1 (const int)
0:? 2 (const int)
0:? 3 (const int)
0:? 4 (const int)
0:? 'uij' (uniform int)
0:? 'uik5' (uniform 5-element array of int)
0:? 5 (const int)
0:? 6 (const int)
0:? 7 (const int)
0:? 8 (const int)
0:? 9 (const int)
0:? 'uim2' (uniform 2-element array of int)
0:? 10 (const int)
0:? 11 (const int)
0:? 'uim3' (uniform 3-element array of int)
0:? 12 (const int)
0:? 13 (const int)
0:? 14 (const int)
0:? 'uin8' (uniform 4-element array of int)
0:? 21 (const int)
0:? 22 (const int)
0:? 23 (const int)
0:? 24 (const int)
0:? 'uip' (uniform int)
0:? 'gl_vi4' (4-element array of int)
0:? 'gl_vj' (int)
0:? 'gl_vk5' (5-element array of int)
0:? 'gl_vm2' (2-element array of int)
0:? 'gl_vm3' (3-element array of int)
0:? 'gl_vn8' (4-element array of int)
0:? 'gl_vp' (int)
0:? 'foob__vi4' (4-element array of int)
0:? 'foob__vj' (int)
0:? 'foob__vk5' (5-element array of int)
0:? '__foobvm2' (2-element array of int)
0:? '__foobvm3' (3-element array of int)
0:? 'foob__vn8' (4-element array of int)
0:? 'foob__vp' (int)
......@@ -145,4 +145,142 @@ Linked fragment stage:
Shader version: 120
0:? Sequence
0:5 Sequence
0:5 move second child to first child (4-component vector of float)
0:5 'v1' (4-component vector of float)
0:5 Constant:
0:5 2.000000
0:5 3.000000
0:5 5.000000
0:5 7.000000
0:6 Sequence
0:6 move second child to first child (4-component vector of float)
0:6 'v2' (4-component vector of float)
0:6 Constant:
0:6 11.000000
0:6 13.000000
0:6 17.000000
0:6 19.000000
0:7 Sequence
0:7 move second child to first child (4-component vector of float)
0:7 'v3' (4-component vector of float)
0:7 Constant:
0:7 23.000000
0:7 29.000000
0:7 31.000000
0:7 37.000000
0:8 Sequence
0:8 move second child to first child (4-component vector of float)
0:8 'v4' (4-component vector of float)
0:8 Constant:
0:8 41.000000
0:8 43.000000
0:8 47.000000
0:8 53.000000
0:16 Function Definition: main( (void)
0:16 Function Parameters:
0:18 Sequence
0:18 Sequence
0:18 move second child to first child (4X4 matrix of float)
0:18 'm' (4X4 matrix of float)
0:18 Construct mat4 (4X4 matrix of float)
0:18 'v1' (4-component vector of float)
0:18 'v2' (4-component vector of float)
0:18 'v3' (4-component vector of float)
0:18 'v4' (4-component vector of float)
0:20 Sequence
0:20 move second child to first child (4X4 matrix of float)
0:20 'mm' (4X4 matrix of float)
0:20 component-wise multiply (4X4 matrix of float)
0:20 'm' (4X4 matrix of float)
0:20 'm' (4X4 matrix of float)
0:21 Sequence
0:21 move second child to first child (float)
0:21 'f' (float)
0:21 direct index (float)
0:21 direct index (4-component vector of float)
0:21 'mm' (4X4 matrix of float)
0:21 Constant:
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:24 Sequence
0:24 move second child to first child (float)
0:24 'g' (float)
0:24 direct index (float)
0:24 direct index (4-component vector of float)
0:24 component-wise multiply (4X4 matrix of float)
0:24 'm' (4X4 matrix of float)
0:24 'm' (4X4 matrix of float)
0:24 Constant:
0:24 2 (const int)
0:24 Constant:
0:24 1 (const int)
0:26 Sequence
0:26 move second child to first child (float)
0:26 'h' (float)
0:26 Constant:
0:26 5.000000
0:28 Sequence
0:28 move second child to first child (float)
0:28 'i' (float)
0:28 direct index (float)
0:28 Function Call: texture2D(s21;vf2; (4-component vector of float)
0:28 'sampler' (uniform sampler2D)
0:28 Constant:
0:28 0.500000
0:28 0.500000
0:28 Constant:
0:28 1 (const int)
0:30 add second child into first child (float)
0:30 'i' (float)
0:30 direct index (float)
0:30 Test condition and select (4-component vector of float)
0:30 Condition
0:30 Compare Greater Than (bool)
0:30 'i' (float)
0:30 Constant:
0:30 0.100000
0:30 true case
0:30 'v1' (4-component vector of float)
0:30 false case
0:30 'v2' (4-component vector of float)
0:30 Constant:
0:30 3 (const int)
0:33 add second child into first child (float)
0:33 'i' (float)
0:33 direct index (float)
0:33 direct index (2-component vector of float)
0:33 b: direct index for structure (3-element array of 2-component vector of float)
0:33 move second child to first child (structure{int a, 3-element array of 2-component vector of float b, bool c})
0:33 't' (structure{int a, 3-element array of 2-component vector of float b, bool c})
0:33 Constant:
0:33 1 (const int)
0:33 2.000000
0:33 3.000000
0:33 4.000000
0:33 5.000000
0:33 6.000000
0:33 7.000000
0:33 true (const bool)
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 2 (const int)
0:33 Constant:
0:33 1 (const int)
0:35 move second child to first child (4-component vector of float)
0:35 'gl_FragColor' (fragColor 4-component vector of float)
0:35 Construct vec4 (4-component vector of float)
0:35 'f' (float)
0:35 'g' (float)
0:35 'h' (float)
0:35 'i' (float)
0:? Linker Objects
0:? 'sampler' (uniform sampler2D)
0:? 'v1' (4-component vector of float)
0:? 'v2' (4-component vector of float)
0:? 'v3' (4-component vector of float)
0:? 'v4' (4-component vector of float)
../../LunarGLASS/test/depthOut.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
WARNING: 0:3: varying deprecated in version 130; may be removed in future release
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
......@@ -23,4 +22,17 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
0:6 Function Definition: main( (void)
0:6 Function Parameters:
0:8 Sequence
0:8 move second child to first child (float)
0:8 'gl_FragDepth' (gl_FragDepth float)
0:8 'Depth' (smooth in float)
0:9 move second child to first child (4-component vector of float)
0:9 'gl_FragColor' (fragColor 4-component vector of float)
0:9 'Color' (smooth in 4-component vector of float)
0:? Linker Objects
0:? 'Color' (smooth in 4-component vector of float)
0:? 'Depth' (smooth in float)
......@@ -122,4 +122,119 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:4 Function Definition: main( (void)
0:4 Function Parameters:
0:6 Sequence
0:6 Sequence
0:6 move second child to first child (4-component vector of float)
0:6 'white' (4-component vector of float)
0:6 Constant:
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:6 1.000000
0:7 Sequence
0:7 move second child to first child (4-component vector of float)
0:7 'black' (4-component vector of float)
0:7 Constant:
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:7 0.200000
0:8 Sequence
0:8 move second child to first child (4-component vector of float)
0:8 'color' (4-component vector of float)
0:8 'white' (4-component vector of float)
0:11 Sequence
0:11 move second child to first child (float)
0:11 'x' (float)
0:11 subtract (float)
0:11 component-wise multiply (float)
0:11 direct index (float)
0:11 'tex_coord' (smooth in 2-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 Constant:
0:11 2.000000
0:11 Constant:
0:11 1.000000
0:12 Sequence
0:12 move second child to first child (float)
0:12 'y' (float)
0:12 subtract (float)
0:12 component-wise multiply (float)
0:12 direct index (float)
0:12 'tex_coord' (smooth in 2-component vector of float)
0:12 Constant:
0:12 1 (const int)
0:12 Constant:
0:12 2.000000
0:12 Constant:
0:12 1.000000
0:14 Sequence
0:14 move second child to first child (float)
0:14 'radius' (float)
0:14 sqrt (float)
0:14 add (float)
0:14 component-wise multiply (float)
0:14 'x' (float)
0:14 'x' (float)
0:14 component-wise multiply (float)
0:14 'y' (float)
0:14 'y' (float)
0:15 Test condition and select (void)
0:15 Condition
0:15 Compare Greater Than (bool)
0:15 'radius' (float)
0:15 Constant:
0:15 1.000000
0:15 true case
0:16 Sequence
0:16 Test condition and select (void)
0:16 Condition
0:16 Compare Greater Than (bool)
0:16 'radius' (float)
0:16 Constant:
0:16 1.100000
0:16 true case
0:17 Sequence
0:17 Pre-Increment (4-component vector of float)
0:17 'color' (4-component vector of float)
0:20 move second child to first child (4-component vector of float)
0:20 'gl_FragColor' (fragColor 4-component vector of float)
0:20 'color' (4-component vector of float)
0:22 Test condition and select (void)
0:22 Condition
0:22 Compare Greater Than (bool)
0:22 'radius' (float)
0:22 Constant:
0:22 1.200000
0:22 true case
0:23 Sequence
0:23 Pre-Increment (4-component vector of float)
0:23 'color' (4-component vector of float)
0:26 Branch: Kill
0:30 Test condition and select (void)
0:30 Condition
0:30 Compare Greater Than or Equal (bool)
0:30 'radius' (float)
0:30 Constant:
0:30 0.750000
0:30 true case
0:31 subtract second child into first child (4-component vector of float)
0:31 'color' (4-component vector of float)
0:31 Absolute value (float)
0:31 divide (float)
0:31 pow (float)
0:31 'radius' (float)
0:31 Constant:
0:31 16.000000
0:31 Constant:
0:31 2.000000
0:33 move second child to first child (4-component vector of float)
0:33 'gl_FragColor' (fragColor 4-component vector of float)
0:33 'color' (4-component vector of float)
0:? Linker Objects
0:? 'tex_coord' (smooth in 2-component vector of float)
......@@ -35,4 +35,32 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:7 Function Definition: main( (void)
0:7 Function Parameters:
0:9 Sequence
0:9 Sequence
0:9 move second child to first child (4-component vector of float)
0:9 'color' (4-component vector of float)
0:9 'BaseColor' (smooth in 4-component vector of float)
0:13 Loop with condition not tested first
0:13 Loop Condition
0:13 Compare Less Than (bool)
0:13 direct index (float)
0:13 'color' (4-component vector of float)
0:13 Constant:
0:13 0 (const int)
0:13 'd' (uniform float)
0:13 Loop Body
0:12 Sequence
0:12 add second child into first child (4-component vector of float)
0:12 'color' (4-component vector of float)
0:12 'bigColor' (uniform 4-component vector of float)
0:15 move second child to first child (4-component vector of float)
0:15 'gl_FragColor' (fragColor 4-component vector of float)
0:15 'color' (4-component vector of float)
0:? Linker Objects
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'BaseColor' (smooth in 4-component vector of float)
0:? 'd' (uniform float)
......@@ -131,4 +131,128 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:19 Function Definition: main( (void)
0:19 Function Parameters:
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (4-component vector of float)
0:21 'color' (4-component vector of float)
0:21 'BaseColor' (smooth in 4-component vector of float)
0:24 move second child to first child (4-component vector of float)
0:24 'color2' (4-component vector of float)
0:24 'otherColor' (uniform 4-component vector of float)
0:26 Test condition and select (void)
0:26 Condition
0:26 Compare Greater Than (bool)
0:26 'c' (smooth in float)
0:26 'd' (uniform float)
0:26 true case
0:27 add second child into first child (4-component vector of float)
0:27 'color' (4-component vector of float)
0:27 'bigColor' (uniform 4-component vector of float)
0:26 false case
0:29 add second child into first child (4-component vector of float)
0:29 'color' (4-component vector of float)
0:29 'smallColor' (uniform 4-component vector of float)
0:31 Test condition and select (void)
0:31 Condition
0:31 Compare Less Than (bool)
0:31 direct index (float)
0:31 'color' (4-component vector of float)
0:31 Constant:
0:31 2 (const int)
0:31 'minimum' (uniform float)
0:31 true case
0:32 Branch: Return
0:34 Post-Increment (float)
0:34 direct index (float)
0:34 'color' (4-component vector of float)
0:34 Constant:
0:34 2 (const int)
0:36 Test condition and select (void)
0:36 Condition
0:36 Compare Greater Than (bool)
0:36 direct index (float)
0:36 'color' (4-component vector of float)
0:36 Constant:
0:36 2 (const int)
0:36 'threshhold' (uniform float)
0:36 true case
0:37 Branch: Kill
0:39 Post-Increment (4-component vector of float)
0:39 'color' (4-component vector of float)
0:42 Test condition and select (void)
0:42 Condition
0:42 Compare Greater Than (bool)
0:42 direct index (float)
0:42 'color' (4-component vector of float)
0:42 Constant:
0:42 3 (const int)
0:42 'threshhold2' (uniform float)
0:42 true case
0:43 Sequence
0:43 Test condition and select (void)
0:43 Condition
0:43 Compare Greater Than (bool)
0:43 direct index (float)
0:43 'color' (4-component vector of float)
0:43 Constant:
0:43 2 (const int)
0:43 'threshhold2' (uniform float)
0:43 true case
0:44 Branch: Return
0:43 false case
0:45 Test condition and select (void)
0:45 Condition
0:45 'b' (uniform bool)
0:45 true case
0:46 Post-Increment (float)
0:46 direct index (float)
0:46 'color' (4-component vector of float)
0:46 Constant:
0:46 2 (const int)
0:45 false case
0:48 Sequence
0:48 Test condition and select (void)
0:48 Condition
0:48 Compare Less Than (bool)
0:48 direct index (float)
0:48 'color' (4-component vector of float)
0:48 Constant:
0:48 0 (const int)
0:48 'minimum' (uniform float)
0:48 true case
0:49 Sequence
0:49 Branch: Kill
0:48 false case
0:51 Sequence
0:51 Post-Increment (4-component vector of float)
0:51 'color' (4-component vector of float)
0:42 false case
0:55 Sequence
0:55 Test condition and select (void)
0:55 Condition
0:55 'b' (uniform bool)
0:55 true case
0:56 Branch: Kill
0:55 false case
0:58 Branch: Return
0:101 move second child to first child (4-component vector of float)
0:101 'gl_FragColor' (fragColor 4-component vector of float)
0:101 component-wise multiply (4-component vector of float)
0:101 'color' (4-component vector of float)
0:101 'color2' (4-component vector of float)
0:? Linker Objects
0:? 'd' (uniform float)
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'smallColor' (uniform 4-component vector of float)
0:? 'otherColor' (uniform 4-component vector of float)
0:? 'c' (smooth in float)
0:? 'threshhold' (uniform float)
0:? 'threshhold2' (uniform float)
0:? 'threshhold3' (uniform float)
0:? 'minimum' (uniform float)
0:? 'BaseColor' (smooth in 4-component vector of float)
0:? 'b' (uniform bool)
......@@ -20,4 +20,13 @@ Linked fragment stage:
Shader version: 100
ERROR: node is still EOpNull!
0:1 Function Definition: main(i1; (mediump int)
0:1 Function Parameters:
0:1 'foo' (in mediump int)
0:3 Sequence
0:3 Branch: Return with expression
0:3 Constant:
0:3 1 (const int)
0:? Linker Objects
......@@ -43,4 +43,40 @@ Linked fragment stage:
Shader version: 120
0:? Sequence
0:10 Function Definition: main( (void)
0:10 Function Parameters:
0:12 Sequence
0:12 Sequence
0:12 move second child to first child (4-component vector of float)
0:12 'color' (4-component vector of float)
0:12 'BaseColor' (smooth in 4-component vector of float)
0:15 move second child to first child (4-component vector of float)
0:15 'color2' (4-component vector of float)
0:15 'otherColor' (uniform 4-component vector of float)
0:17 Test condition and select (void)
0:17 Condition
0:17 Compare Greater Than (bool)
0:17 'c' (smooth in float)
0:17 'd' (uniform float)
0:17 true case
0:18 add second child into first child (4-component vector of float)
0:18 'color' (4-component vector of float)
0:18 'bigColor' (uniform 4-component vector of float)
0:17 false case
0:20 add second child into first child (4-component vector of float)
0:20 'color' (4-component vector of float)
0:20 'smallColor' (uniform 4-component vector of float)
0:22 move second child to first child (4-component vector of float)
0:22 'gl_FragColor' (fragColor 4-component vector of float)
0:22 component-wise multiply (4-component vector of float)
0:22 'color' (4-component vector of float)
0:22 'color2' (4-component vector of float)
0:? Linker Objects
0:? 'd' (uniform float)
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'smallColor' (uniform 4-component vector of float)
0:? 'otherColor' (uniform 4-component vector of float)
0:? 'c' (smooth in float)
0:? 'BaseColor' (smooth in 4-component vector of float)
......@@ -41,4 +41,38 @@ Linked fragment stage:
Shader version: 120
0:? Sequence
0:8 Function Definition: main( (void)
0:8 Function Parameters:
0:10 Sequence
0:10 Sequence
0:10 move second child to first child (4-component vector of float)
0:10 'color' (4-component vector of float)
0:10 'BaseColor' (smooth in 4-component vector of float)
0:12 Sequence
0:12 Sequence
0:12 move second child to first child (int)
0:12 'i' (int)
0:12 Constant:
0:12 0 (const int)
0:12 Loop with condition tested first
0:12 Loop Condition
0:12 Compare Less Than (bool)
0:12 'i' (int)
0:12 'Count' (uniform int)
0:12 Loop Body
0:13 Sequence
0:13 add second child into first child (4-component vector of float)
0:13 'color' (4-component vector of float)
0:13 'bigColor' (uniform 4-component vector of float)
0:12 Loop Terminal Expression
0:12 Pre-Increment (int)
0:12 'i' (int)
0:16 move second child to first child (4-component vector of float)
0:16 'gl_FragColor' (fragColor 4-component vector of float)
0:16 'color' (4-component vector of float)
0:? Linker Objects
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'BaseColor' (smooth in 4-component vector of float)
0:? 'Count' (uniform int)
......@@ -65,4 +65,62 @@ Linked fragment stage:
Shader version: 110
0:? Sequence
0:11 Function Definition: main( (void)
0:11 Function Parameters:
0:13 Sequence
0:13 Sequence
0:13 move second child to first child (4-component vector of float)
0:13 'color' (4-component vector of float)
0:13 Construct vec4 (4-component vector of float)
0:13 Function Call: foo(vf4; (float)
0:13 'BaseColor' (smooth in 4-component vector of float)
0:15 Function Call: bar( (void)
0:16 Sequence
0:16 move second child to first child (float)
0:16 'f' (float)
0:16 Function Call: unreachableReturn( (float)
0:18 move second child to first child (4-component vector of float)
0:18 'gl_FragColor' (fragColor 4-component vector of float)
0:18 vector-scale (4-component vector of float)
0:18 'color' (4-component vector of float)
0:18 'f' (float)
0:21 Function Definition: bar( (void)
0:21 Function Parameters:
0:25 Function Definition: unreachableReturn( (float)
0:25 Function Parameters:
0:27 Sequence
0:27 Function Call: bar( (void)
0:28 Test condition and select (void)
0:28 Condition
0:28 Compare Less Than (bool)
0:28 'd' (uniform float)
0:28 Constant:
0:28 4.200000
0:28 true case
0:29 Branch: Return with expression
0:29 Constant:
0:29 1.200000
0:28 false case
0:31 Branch: Return with expression
0:31 Constant:
0:31 4.500000
0:34 Function Definition: foo(vf4; (float)
0:34 Function Parameters:
0:34 'bar' (in 4-component vector of float)
0:36 Sequence
0:36 Branch: Return with expression
0:36 add (float)
0:36 direct index (float)
0:36 'bar' (in 4-component vector of float)
0:36 Constant:
0:36 0 (const int)
0:36 direct index (float)
0:36 'bar' (in 4-component vector of float)
0:36 Constant:
0:36 1 (const int)
0:? Linker Objects
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'BaseColor' (smooth in 4-component vector of float)
0:? 'd' (uniform float)
../../LunarGLASS/test/functionCall.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
Shader version: 130
......@@ -95,4 +94,90 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
0:7 Sequence
0:7 move second child to first child (float)
0:7 'h' (float)
0:7 Constant:
0:7 0.000000
0:9 Function Definition: foo(vf4; (float)
0:9 Function Parameters:
0:9 'bar' (in 4-component vector of float)
0:11 Sequence
0:11 Branch: Return with expression
0:11 add (float)
0:11 direct index (float)
0:11 'bar' (in 4-component vector of float)
0:11 Constant:
0:11 0 (const int)
0:11 direct index (float)
0:11 'bar' (in 4-component vector of float)
0:11 Constant:
0:11 1 (const int)
0:14 Function Definition: bar( (void)
0:14 Function Parameters:
0:18 Function Definition: unreachableReturn( (float)
0:18 Function Parameters:
0:20 Sequence
0:20 Test condition and select (void)
0:20 Condition
0:20 Compare Less Than (bool)
0:20 'd' (uniform float)
0:20 Constant:
0:20 4.200000
0:20 true case
0:21 Branch: Return with expression
0:21 Constant:
0:21 1.200000
0:20 false case
0:23 Branch: Return with expression
0:23 Constant:
0:23 4.500000
0:27 Function Definition: missingReturn( (float)
0:27 Function Parameters:
0:29 Sequence
0:29 Test condition and select (void)
0:29 Condition
0:29 Compare Less Than (bool)
0:29 'd' (uniform float)
0:29 Constant:
0:29 4.500000
0:29 true case
0:30 Sequence
0:30 move second child to first child (float)
0:30 'h' (float)
0:30 'd' (uniform float)
0:31 Branch: Return with expression
0:31 Constant:
0:31 3.900000
0:35 Function Definition: main( (void)
0:35 Function Parameters:
0:37 Sequence
0:37 Sequence
0:37 move second child to first child (4-component vector of float)
0:37 'color' (4-component vector of float)
0:37 Construct vec4 (4-component vector of float)
0:37 Function Call: foo(vf4; (float)
0:37 'BaseColor' (smooth in 4-component vector of float)
0:39 Function Call: bar( (void)
0:40 Sequence
0:40 move second child to first child (float)
0:40 'f' (float)
0:40 Function Call: unreachableReturn( (float)
0:41 Sequence
0:41 move second child to first child (float)
0:41 'g' (float)
0:41 Function Call: missingReturn( (float)
0:43 move second child to first child (4-component vector of float)
0:43 'gl_FragColor' (fragColor 4-component vector of float)
0:43 vector-scale (4-component vector of float)
0:43 vector-scale (4-component vector of float)
0:43 'color' (4-component vector of float)
0:43 'f' (float)
0:43 'h' (float)
0:? Linker Objects
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'BaseColor' (smooth in 4-component vector of float)
0:? 'd' (uniform float)
0:? 'h' (float)
../../LunarGLASS/test/functionSemantics.frag
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.
Shader version: 400
0:? Sequence
......@@ -195,4 +195,191 @@ Linked fragment stage:
Shader version: 400
0:? Sequence
0:5 Function Definition: foo(i1;i1;i1;i1;i1;i1; (int)
0:5 Function Parameters:
0:5 'a' (in int)
0:5 'b' (const (read only) int)
0:5 'c' (in int)
0:5 'd' (const (read only) int)
0:5 'e' (out int)
0:5 'f' (inout int)
0:7 Sequence
0:7 Sequence
0:7 move second child to first child (int)
0:7 'sum' (int)
0:7 add (int)
0:7 add (int)
0:7 add (int)
0:7 add (int)
0:7 'a' (in int)
0:7 'b' (const (read only) int)
0:7 'c' (in int)
0:7 'd' (const (read only) int)
0:7 'f' (inout int)
0:10 multiply second child into first child (int)
0:10 'a' (in int)
0:10 Constant:
0:10 64 (const int)
0:12 multiply second child into first child (int)
0:12 'c' (in int)
0:12 Constant:
0:12 64 (const int)
0:14 move second child to first child (int)
0:14 'e' (out int)
0:14 Constant:
0:14 1024 (const int)
0:15 multiply second child into first child (int)
0:15 'f' (inout int)
0:15 Constant:
0:15 64 (const int)
0:17 add second child into first child (int)
0:17 'sum' (int)
0:17 add (int)
0:17 add (int)
0:17 add (int)
0:17 add (int)
0:17 add (int)
0:17 'a' (in int)
0:17 component-wise multiply (int)
0:17 Constant:
0:17 64 (const int)
0:17 'b' (const (read only) int)
0:17 'c' (in int)
0:17 component-wise multiply (int)
0:17 Constant:
0:17 64 (const int)
0:17 'd' (const (read only) int)
0:17 'e' (out int)
0:17 'f' (inout int)
0:20 Branch: Return with expression
0:20 'sum' (int)
0:23 Function Definition: foo2(f1;vf3;i1; (int)
0:23 Function Parameters:
0:23 'a' (in float)
0:23 'b' (in 3-component vector of float)
0:23 'r' (out int)
0:25 Sequence
0:25 move second child to first child (int)
0:25 'r' (out int)
0:25 Convert float to int (int)
0:25 component-wise multiply (float)
0:25 Constant:
0:25 3.000000
0:25 'a' (in float)
0:26 Branch: Return with expression
0:26 Convert float to int (int)
0:26 component-wise multiply (float)
0:26 Constant:
0:26 5.000000
0:26 direct index (float)
0:26 'b' (in 3-component vector of float)
0:26 Constant:
0:26 1 (const int)
0:29 Function Definition: foo3( (int)
0:29 Function Parameters:
0:31 Sequence
0:31 Test condition and select (void)
0:31 Condition
0:31 Compare Greater Than (bool)
0:31 'u' (uniform float)
0:31 Constant:
0:31 3.200000
0:31 true case
0:32 Sequence
0:32 Branch: Kill
0:33 Branch: Return with expression
0:33 Constant:
0:33 1000000 (const int)
0:36 Branch: Return with expression
0:36 Constant:
0:36 2000000 (const int)
0:39 Function Definition: main( (void)
0:39 Function Parameters:
0:? Sequence
0:42 Sequence
0:42 move second child to first child (int)
0:42 't' (int)
0:42 Constant:
0:42 2 (const int)
0:46 move second child to first child (int)
0:46 direct index (int)
0:46 t: direct index for structure (4-component vector of int)
0:46 'f' (structure{4-component vector of int t})
0:46 Constant:
0:46 0 (const int)
0:46 Constant:
0:46 1 (const int)
0:46 Constant:
0:46 32 (const int)
0:49 Sequence
0:49 move second child to first child (int)
0:49 'color' (int)
0:49 Function Call: foo(i1;i1;i1;i1;i1;i1; (int)
0:49 Constant:
0:49 1 (const int)
0:49 Constant:
0:49 2 (const int)
0:49 add (int)
0:49 't' (int)
0:49 't' (int)
0:49 Constant:
0:49 8 (const int)
0:49 'e' (int)
0:49 direct index (int)
0:49 t: direct index for structure (4-component vector of int)
0:49 'f' (structure{4-component vector of int t})
0:49 Constant:
0:49 0 (const int)
0:49 Constant:
0:49 1 (const int)
0:51 add second child into first child (int)
0:51 'color' (int)
0:51 component-wise multiply (int)
0:51 Constant:
0:51 128 (const int)
0:51 add (int)
0:51 'e' (int)
0:51 direct index (int)
0:51 t: direct index for structure (4-component vector of int)
0:51 'f' (structure{4-component vector of int t})
0:51 Constant:
0:51 0 (const int)
0:51 Constant:
0:51 1 (const int)
0:57 move second child to first child (float)
0:57 'ret' (float)
0:57 Convert int to float (float)
0:57 Comma (int)
0:57 move second child to first child (int)
0:57 'tempReturn' (int)
0:57 Function Call: foo2(f1;vf3;i1; (int)
0:57 Constant:
0:57 4.000000
0:57 Constant:
0:57 1.000000
0:57 2.000000
0:57 3.000000
0:57 'tempArg' (int)
0:57 move second child to first child (float)
0:57 'arg' (float)
0:57 Convert int to float (float)
0:57 'tempArg' (int)
0:57 'tempReturn' (int)
0:58 add second child into first child (int)
0:58 'color' (int)
0:58 Convert float to int (int)
0:58 add (float)
0:58 'ret' (float)
0:58 'arg' (float)
0:60 add second child into first child (int)
0:60 'color' (int)
0:60 Function Call: foo3( (int)
0:62 move second child to first child (4-component vector of float)
0:62 'gl_FragColor' (fragColor 4-component vector of float)
0:62 Construct vec4 (4-component vector of float)
0:62 Convert int to float (float)
0:62 'color' (int)
0:? Linker Objects
0:? 'u' (uniform float)
......@@ -33,4 +33,30 @@ Linked fragment stage:
Shader version: 120
0:? Sequence
0:11 Function Definition: main( (void)
0:11 Function Parameters:
0:? Sequence
0:15 Sequence
0:15 move second child to first child (2-component vector of float)
0:15 't' (2-component vector of float)
0:15 add (2-component vector of float)
0:15 direct index (smooth 2-component vector of float)
0:15 'v' (smooth in 2-element array of 2-component vector of float)
0:15 Constant:
0:15 0 (const int)
0:15 direct index (smooth 2-component vector of float)
0:15 'v' (smooth in 2-element array of 2-component vector of float)
0:15 Constant:
0:15 1 (const int)
0:17 move second child to first child (4-component vector of float)
0:17 'gl_FragColor' (fragColor 4-component vector of float)
0:17 Constant:
0:17 30.000000
0:17 30.000000
0:17 30.000000
0:17 30.000000
0:? Linker Objects
0:? 'u' (uniform 3-element array of 4-component vector of float)
0:? 'v' (smooth in 2-element array of 2-component vector of float)
......@@ -190,4 +190,164 @@ Linked vertex stage:
Shader version: 300
ERROR: node is still EOpNull!
0:20 Function Definition: main( (void)
0:20 Function Parameters:
0:20 Sequence
0:20 move second child to first child (highp 4-component vector of float)
0:20 'gl_Position' (gl_Position highp 4-component vector of float)
0:20 Construct vec4 (highp 4-component vector of float)
0:20 'foo' (highp float)
0:22 Function Definition: foo2(vf4; (highp 4-component vector of float)
0:22 Function Parameters:
0:22 'a' (in highp 4-component vector of float)
0:24 Sequence
0:24 Sequence
0:24 move second child to first child (highp 4-component vector of float)
0:24 'b' (highp 4-component vector of float)
0:24 'a' (in highp 4-component vector of float)
0:25 Branch: Return with expression
0:25 'b' (highp 4-component vector of float)
0:42 Sequence
0:42 move second child to first child (highp int)
0:42 'a1' (highp int)
0:42 Constant:
0:42 4 (const int)
0:43 Sequence
0:43 move second child to first child (highp int)
0:43 'a2' (highp int)
0:43 Constant:
0:43 3 (const int)
0:44 Sequence
0:44 move second child to first child (highp int)
0:44 'a3' (highp int)
0:44 Constant:
0:44 4 (const int)
0:45 Sequence
0:45 move second child to first child (highp int)
0:45 'a4' (highp int)
0:45 'a2' (highp int)
0:47 Sequence
0:47 move second child to first child (highp int)
0:47 'q1' (highp int)
0:47 Constant:
0:47 1 (const int)
0:48 Sequence
0:48 move second child to first child (highp int)
0:48 'q2' (highp int)
0:48 Constant:
0:48 1 (const int)
0:49 Sequence
0:49 move second child to first child (highp int)
0:49 'q3' (highp int)
0:49 Constant:
0:49 1 (const int)
0:50 Sequence
0:50 move second child to first child (highp int)
0:50 'q4' (highp int)
0:50 Constant:
0:50 1 (const int)
0:65 Sequence
0:65 move second child to first child (highp int)
0:65 'abdece' (highp int)
0:65 Constant:
0:65 10 (const int)
0:66 Sequence
0:66 move second child to first child (highp int)
0:66 'aoeuntaoehu' (highp int)
0:66 'abdece' (highp int)
0:74 Sequence
0:74 move second child to first child (highp float)
0:74 'funkyf' (highp float)
0:75 Constant:
0:75 12300000000000000.000000
0:85 Sequence
0:84 move second child to first child (highp int)
0:84 'funkyh' (highp int)
0:86 Constant:
0:86 244 (const int)
0:91 Sequence
0:91 move second child to first child (highp int)
0:91 'funkyo' (highp int)
0:92 Constant:
0:92 34 (const int)
0:96 Sequence
0:96 move second child to first child (highp int)
0:96 'c' (highp int)
0:97 Constant:
0:97 11 (const int)
0:98 Sequence
0:98 move second child to first child (highp int)
0:98 'd' (highp int)
0:98 Constant:
0:98 12 (const int)
0:107 Sequence
0:107 move second child to first child (highp int)
0:107 'bar103' (highp int)
0:107 Constant:
0:107 17 (const int)
0:113 Sequence
0:113 move second child to first child (highp int)
0:113 'bar104' (highp int)
0:113 Constant:
0:113 19 (const int)
0:119 Sequence
0:119 move second child to first child (highp int)
0:119 'bar105' (highp int)
0:119 Constant:
0:119 19 (const int)
0:122 Sequence
0:122 move second child to first child (highp int)
0:122 'bar106' (highp int)
0:122 Constant:
0:122 12 (const int)
0:123 Sequence
0:123 move second child to first child (highp int)
0:123 'bar107' (highp int)
0:128 Constant:
0:128 5 (const int)
0:131 Function Definition: foo203209409( (void)
0:131 Function Parameters:
0:134 Sequence
0:134 add second child into first child (highp int)
0:133 'bar107' (highp int)
0:134 Constant:
0:134 37 (const int)
0:135 multiply second child into first child (highp int)
0:135 'bar107' (highp int)
0:136 Constant:
0:136 38 (const int)
0:137 divide second child into first child (highp int)
0:137 'bar107' (highp int)
0:138 Constant:
0:138 39 (const int)
0:139 add (highp int)
0:139 'bar107' (highp int)
0:140 Constant:
0:140 41 (const int)
0:? Linker Objects
0:? 'foo' (highp float)
0:? 'goodDecl' (highp int)
0:? 'a1' (highp int)
0:? 'a2' (highp int)
0:? 'a3' (highp int)
0:? 'a4' (highp int)
0:? 'q1' (highp int)
0:? 'q2' (highp int)
0:? 'q3' (highp int)
0:? 'q4' (highp int)
0:? 'abdece' (highp int)
0:? 'aoeuntaoehu' (highp int)
0:? 'funkyf' (highp float)
0:? 'funkyh' (highp int)
0:? 'funkyo' (highp int)
0:? 'c' (highp int)
0:? 'd' (highp int)
0:? 'bar103' (highp int)
0:? 'bar104' (highp int)
0:? 'bar105' (highp int)
0:? 'bar106' (highp int)
0:? 'bar107' (highp int)
0:? 'gl_VertexID' (gl_VertexId highp int)
0:? 'gl_InstanceID' (gl_InstanceId highp int)
......@@ -97,4 +97,71 @@ Linked vertex stage:
Shader version: 100
ERROR: node is still EOpNull!
0:20 Function Definition: main( (void)
0:20 Function Parameters:
0:20 Sequence
0:20 move second child to first child (highp 4-component vector of float)
0:20 'gl_Position' (gl_Position highp 4-component vector of float)
0:20 Construct vec4 (highp 4-component vector of float)
0:20 'foo' (highp float)
0:22 Function Definition: foo2(vf4; (highp 4-component vector of float)
0:22 Function Parameters:
0:22 'a' (in highp 4-component vector of float)
0:24 Sequence
0:24 Sequence
0:24 move second child to first child (highp 4-component vector of float)
0:24 'b' (highp 4-component vector of float)
0:24 'a' (in highp 4-component vector of float)
0:25 Branch: Return with expression
0:25 'b' (highp 4-component vector of float)
0:40 Sequence
0:40 move second child to first child (highp int)
0:40 'a1' (highp int)
0:40 Constant:
0:40 4 (const int)
0:41 Sequence
0:41 move second child to first child (highp int)
0:41 'a2' (highp int)
0:41 Constant:
0:41 3 (const int)
0:42 Sequence
0:42 move second child to first child (highp int)
0:42 'a3' (highp int)
0:42 Constant:
0:42 4 (const int)
0:43 Sequence
0:43 move second child to first child (highp int)
0:43 'a4' (highp int)
0:43 'a2' (highp int)
0:45 Sequence
0:45 move second child to first child (highp int)
0:45 'q1' (highp int)
0:45 Constant:
0:45 1 (const int)
0:46 Sequence
0:46 move second child to first child (highp int)
0:46 'q2' (highp int)
0:46 Constant:
0:46 1 (const int)
0:47 Sequence
0:47 move second child to first child (highp int)
0:47 'q3' (highp int)
0:47 Constant:
0:47 1 (const int)
0:48 Sequence
0:48 move second child to first child (highp int)
0:48 'q4' (highp int)
0:48 Constant:
0:48 1 (const int)
0:? Linker Objects
0:? 'foo' (highp float)
0:? 'a1' (highp int)
0:? 'a2' (highp int)
0:? 'a3' (highp int)
0:? 'a4' (highp int)
0:? 'q1' (highp int)
0:? 'q2' (highp int)
0:? 'q3' (highp int)
0:? 'q4' (highp int)
link1.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
Shader version: 130
0:? Sequence
......@@ -81,7 +80,6 @@ Shader version: 130
0:? 3.900000
link2.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
Shader version: 130
Requested GL_OES_standard_derivatives
......
../../LunarGLASS/test/loopsArtificial.frag
Warning, version 130 is not yet complete; most features are present, but a few are missing.
WARNING: 0:14: varying deprecated in version 130; may be removed in future release
Shader version: 130
......@@ -220,4 +219,215 @@ Linked fragment stage:
Shader version: 130
0:? Sequence
0:53 Function Definition: main( (void)
0:53 Function Parameters:
0:55 Sequence
0:55 Sequence
0:55 move second child to first child (4-component vector of float)
0:55 'color' (4-component vector of float)
0:55 'BaseColor' (smooth in 4-component vector of float)
0:71 Loop with condition not tested first
0:71 Loop Condition
0:71 Compare Less Than (bool)
0:71 direct index (float)
0:71 'color' (4-component vector of float)
0:71 Constant:
0:71 2 (const int)
0:71 'd4' (uniform float)
0:71 Loop Body
0:59 Sequence
0:59 add second child into first child (4-component vector of float)
0:59 'color' (4-component vector of float)
0:59 'bigColor4' (uniform 4-component vector of float)
0:60 Test condition and select (void)
0:60 Condition
0:60 Compare Less Than (bool)
0:60 direct index (float)
0:60 'color' (4-component vector of float)
0:60 Constant:
0:60 0 (const int)
0:60 'd4' (uniform float)
0:60 true case
0:61 Sequence
0:61 add second child into first child (float)
0:61 direct index (float)
0:61 'color' (4-component vector of float)
0:61 Constant:
0:61 2 (const int)
0:61 Constant:
0:61 2.000000
0:62 Test condition and select (void)
0:62 Condition
0:62 Compare Less Than (bool)
0:62 direct index (float)
0:62 'color' (4-component vector of float)
0:62 Constant:
0:62 2 (const int)
0:62 'd4' (uniform float)
0:62 true case
0:63 Sequence
0:63 Post-Increment (float)
0:63 direct index (float)
0:63 'color' (4-component vector of float)
0:63 Constant:
0:63 0 (const int)
0:64 Branch: Continue
0:67 Test condition and select (void)
0:67 Condition
0:67 Compare Less Than (bool)
0:67 direct index (float)
0:67 'color' (4-component vector of float)
0:67 Constant:
0:67 1 (const int)
0:67 'd4' (uniform float)
0:67 true case
0:68 add second child into first child (float)
0:68 direct index (float)
0:68 'color' (4-component vector of float)
0:68 Constant:
0:68 1 (const int)
0:68 'd4' (uniform float)
0:67 false case
0:70 add second child into first child (float)
0:70 direct index (float)
0:70 'color' (4-component vector of float)
0:70 Constant:
0:70 0 (const int)
0:70 'd4' (uniform float)
0:74 Loop with condition tested first
0:74 Loop Condition
0:74 Compare Less Than (bool)
0:74 direct index (float)
0:74 'color' (4-component vector of float)
0:74 Constant:
0:74 3 (const int)
0:74 'd13' (uniform float)
0:74 Loop Body
0:75 Sequence
0:75 Test condition and select (void)
0:75 Condition
0:75 Compare Less Than (bool)
0:75 direct index (float)
0:75 'color' (4-component vector of float)
0:75 Constant:
0:75 2 (const int)
0:75 'd13' (uniform float)
0:75 true case
0:76 Post-Increment (4-component vector of float)
0:76 'color' (4-component vector of float)
0:75 false case
0:78 Post-Decrement (4-component vector of float)
0:78 'color' (4-component vector of float)
0:80 add second child into first child (4-component vector of float)
0:80 'color' (4-component vector of float)
0:80 'bigColor4' (uniform 4-component vector of float)
0:81 Test condition and select (void)
0:81 Condition
0:81 Compare Less Than (bool)
0:81 direct index (float)
0:81 'color' (4-component vector of float)
0:81 Constant:
0:81 0 (const int)
0:81 'd4' (uniform float)
0:81 true case
0:82 Sequence
0:82 add second child into first child (float)
0:82 direct index (float)
0:82 'color' (4-component vector of float)
0:82 Constant:
0:82 2 (const int)
0:82 Constant:
0:82 2.000000
0:83 Test condition and select (void)
0:83 Condition
0:83 Compare Less Than (bool)
0:83 direct index (float)
0:83 'color' (4-component vector of float)
0:83 Constant:
0:83 2 (const int)
0:83 'd4' (uniform float)
0:83 true case
0:84 Sequence
0:84 Post-Increment (float)
0:84 direct index (float)
0:84 'color' (4-component vector of float)
0:84 Constant:
0:84 0 (const int)
0:85 Branch: Continue
0:88 Test condition and select (void)
0:88 Condition
0:88 Compare Less Than (bool)
0:88 direct index (float)
0:88 'color' (4-component vector of float)
0:88 Constant:
0:88 1 (const int)
0:88 'd4' (uniform float)
0:88 true case
0:89 add second child into first child (float)
0:89 direct index (float)
0:89 'color' (4-component vector of float)
0:89 Constant:
0:89 1 (const int)
0:89 'd4' (uniform float)
0:88 false case
0:91 add second child into first child (float)
0:91 direct index (float)
0:91 'color' (4-component vector of float)
0:91 Constant:
0:91 0 (const int)
0:91 'd4' (uniform float)
0:94 Post-Increment (4-component vector of float)
0:94 'color' (4-component vector of float)
0:95 move second child to first child (4-component vector of float)
0:95 'gl_FragColor' (fragColor 4-component vector of float)
0:95 'color' (4-component vector of float)
0:? Linker Objects
0:? 'bigColor' (uniform 4-component vector of float)
0:? 'bigColor1_1' (uniform 4-component vector of float)
0:? 'bigColor1_2' (uniform 4-component vector of float)
0:? 'bigColor1_3' (uniform 4-component vector of float)
0:? 'bigColor2' (uniform 4-component vector of float)
0:? 'bigColor3' (uniform 4-component vector of float)
0:? 'bigColor4' (uniform 4-component vector of float)
0:? 'bigColor5' (uniform 4-component vector of float)
0:? 'bigColor6' (uniform 4-component vector of float)
0:? 'bigColor7' (uniform 4-component vector of float)
0:? 'bigColor8' (uniform 4-component vector of float)
0:? 'BaseColor' (smooth in 4-component vector of float)
0:? 'd' (uniform float)
0:? 'd2' (uniform float)
0:? 'd3' (uniform float)
0:? 'd4' (uniform float)
0:? 'd5' (uniform float)
0:? 'd6' (uniform float)
0:? 'd7' (uniform float)
0:? 'd8' (uniform float)
0:? 'd9' (uniform float)
0:? 'd10' (uniform float)
0:? 'd11' (uniform float)
0:? 'd12' (uniform float)
0:? 'd13' (uniform float)
0:? 'd14' (uniform float)
0:? 'd15' (uniform float)
0:? 'd16' (uniform float)
0:? 'd17' (uniform float)
0:? 'd18' (uniform float)
0:? 'd19' (uniform float)
0:? 'd20' (uniform float)
0:? 'd21' (uniform float)
0:? 'd22' (uniform float)
0:? 'd23' (uniform float)
0:? 'd24' (uniform float)
0:? 'd25' (uniform float)
0:? 'd26' (uniform float)
0:? 'd27' (uniform float)
0:? 'd28' (uniform float)
0:? 'd29' (uniform float)
0:? 'd30' (uniform float)
0:? 'd31' (uniform float)
0:? 'd32' (uniform float)
0:? 'd33' (uniform float)
0:? 'd34' (uniform float)
0:? 'Count' (uniform int)
......@@ -16,7 +16,7 @@ Shader version: 110
noMain1.geom
ERROR: #version: geometry shaders require non-es profile and version 150 or above
Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 1 compilation errors. No code generated.
......@@ -31,7 +31,7 @@ ERROR: node is still EOpNull!
0:? Linker Objects
noMain2.geom
Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.
Shader version: 150
invocations = 0
......
../../LunarGLASS/test/matrix2.frag
Warning, version 150 is not yet complete; some version-specific features are present, but many are missing.
Warning, version 150 is not yet complete; most version-specific features are present, but some are missing.
WARNING: 0:4: varying deprecated in version 130; may be removed in future release
WARNING: 0:13: varying deprecated in version 130; may be removed in future release
WARNING: 0:15: varying deprecated in version 130; may be removed in future release
......@@ -147,6 +147,18 @@ Shader version: 150
0:47 matrix mult second child into first child (4-component vector of float)
0:47 'FragColor' (out 4-component vector of float)
0:47 'inv4' (4X4 matrix of float)
0:49 move second child to first child (4-component vector of float)
0:49 'FragColor' (out 4-component vector of float)
0:49 Construct vec4 (4-component vector of float)
0:49 vector-times-matrix (3-component vector of float)
0:49 'FragColor' (out 4-component vector of float)
0:49 component-wise multiply (3X4 matrix of float)
0:49 'un34' (uniform 3X4 matrix of float)
0:49 'un34' (uniform 3X4 matrix of float)
0:49 direct index (float)
0:49 'FragColor' (out 4-component vector of float)
0:49 Constant:
0:49 3 (const int)
0:? Linker Objects
0:? 'colorTransform' (uniform 3X3 matrix of float)
0:? 'Color' (smooth in 3-component vector of float)
......@@ -166,4 +178,171 @@ Linked fragment stage:
Shader version: 150
0:? Sequence
0:19 Function Definition: main( (void)
0:19 Function Parameters:
0:21 Sequence
0:21 Sequence
0:21 move second child to first child (3X4 matrix of float)
0:21 'm34' (3X4 matrix of float)
0:21 outer product (3X4 matrix of float)
0:21 'v' (smooth in 4-component vector of float)
0:21 'u' (smooth in 3-component vector of float)
0:23 add second child into first child (3X4 matrix of float)
0:23 'm34' (3X4 matrix of float)
0:23 Constant:
0:23 4.300000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 4.300000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 0.000000
0:23 4.300000
0:23 0.000000
0:25 move second child to first child (4-component vector of float)
0:25 'FragColor' (out 4-component vector of float)
0:25 Construct vec4 (4-component vector of float)
0:25 'Color' (smooth in 3-component vector of float)
0:25 Constant:
0:25 1.000000
0:26 multiply second child into first child (4-component vector of float)
0:26 'FragColor' (out 4-component vector of float)
0:26 Construct vec4 (4-component vector of float)
0:26 vector-times-matrix (3-component vector of float)
0:26 'FragColor' (out 4-component vector of float)
0:26 'm34' (3X4 matrix of float)
0:26 Constant:
0:26 1.000000
0:28 matrix scale second child into first child (3X4 matrix of float)
0:28 'm34' (3X4 matrix of float)
0:28 direct index (float)
0:28 'v' (smooth in 4-component vector of float)
0:28 Constant:
0:28 0 (const int)
0:30 Sequence
0:30 move second child to first child (4X4 matrix of float)
0:30 'm44' (4X4 matrix of float)
0:30 Construct mat4 (4X4 matrix of float)
0:30 'un34' (uniform 3X4 matrix of float)
0:32 add second child into first child (4X4 matrix of float)
0:32 'm44' (4X4 matrix of float)
0:32 matrix-multiply (4X4 matrix of float)
0:32 'm34' (3X4 matrix of float)
0:32 'um43' (uniform 4X3 matrix of float)
0:34 add second child into first child (4-component vector of float)
0:34 'FragColor' (out 4-component vector of float)
0:34 matrix-times-vector (4-component vector of float)
0:34 Negate value (4X4 matrix of float)
0:34 'm44' (4X4 matrix of float)
0:34 'v' (smooth in 4-component vector of float)
0:36 matrix mult second child into first child (4-component vector of float)
0:36 'FragColor' (out 4-component vector of float)
0:36 component-wise multiply (4X4 matrix of float)
0:36 'm44' (4X4 matrix of float)
0:36 'm44' (4X4 matrix of float)
0:38 move second child to first child (3X4 matrix of float)
0:38 'm34' (3X4 matrix of float)
0:38 transpose (3X4 matrix of float)
0:38 'um43' (uniform 4X3 matrix of float)
0:39 multiply second child into first child (4-component vector of float)
0:39 'FragColor' (out 4-component vector of float)
0:39 Construct vec4 (4-component vector of float)
0:39 vector-times-matrix (3-component vector of float)
0:39 'FragColor' (out 4-component vector of float)
0:39 'm34' (3X4 matrix of float)
0:39 Constant:
0:39 1.000000
0:40 multiply second child into first child (4-component vector of float)
0:40 'FragColor' (out 4-component vector of float)
0:40 Construct vec4 (4-component vector of float)
0:40 determinant (float)
0:40 'um4' (uniform 4X4 matrix of float)
0:41 Sequence
0:41 move second child to first child (2X2 matrix of float)
0:41 'inv' (2X2 matrix of float)
0:41 inverse (2X2 matrix of float)
0:41 'um2' (uniform 2X2 matrix of float)
0:42 multiply second child into first child (4-component vector of float)
0:42 'FragColor' (out 4-component vector of float)
0:42 Construct vec4 (4-component vector of float)
0:42 direct index (float)
0:42 direct index (2-component vector of float)
0:42 'inv' (2X2 matrix of float)
0:42 Constant:
0:42 0 (const int)
0:42 Constant:
0:42 0 (const int)
0:42 direct index (float)
0:42 direct index (2-component vector of float)
0:42 'inv' (2X2 matrix of float)
0:42 Constant:
0:42 1 (const int)
0:42 Constant:
0:42 0 (const int)
0:42 direct index (float)
0:42 direct index (2-component vector of float)
0:42 'inv' (2X2 matrix of float)
0:42 Constant:
0:42 0 (const int)
0:42 Constant:
0:42 1 (const int)
0:42 direct index (float)
0:42 direct index (2-component vector of float)
0:42 'inv' (2X2 matrix of float)
0:42 Constant:
0:42 1 (const int)
0:42 Constant:
0:42 1 (const int)
0:43 Sequence
0:43 move second child to first child (3X3 matrix of float)
0:43 'inv3' (3X3 matrix of float)
0:43 inverse (3X3 matrix of float)
0:43 'um3' (uniform 3X3 matrix of float)
0:44 multiply second child into first child (4-component vector of float)
0:44 'FragColor' (out 4-component vector of float)
0:44 Construct vec4 (4-component vector of float)
0:44 direct index (float)
0:44 direct index (3-component vector of float)
0:44 'inv3' (3X3 matrix of float)
0:44 Constant:
0:44 2 (const int)
0:44 Constant:
0:44 1 (const int)
0:46 Sequence
0:46 move second child to first child (4X4 matrix of float)
0:46 'inv4' (4X4 matrix of float)
0:46 inverse (4X4 matrix of float)
0:46 'um4' (uniform 4X4 matrix of float)
0:47 matrix mult second child into first child (4-component vector of float)
0:47 'FragColor' (out 4-component vector of float)
0:47 'inv4' (4X4 matrix of float)
0:49 move second child to first child (4-component vector of float)
0:49 'FragColor' (out 4-component vector of float)
0:49 Construct vec4 (4-component vector of float)
0:49 vector-times-matrix (3-component vector of float)
0:49 'FragColor' (out 4-component vector of float)
0:49 component-wise multiply (3X4 matrix of float)
0:49 'un34' (uniform 3X4 matrix of float)
0:49 'un34' (uniform 3X4 matrix of float)
0:49 direct index (float)
0:49 'FragColor' (out 4-component vector of float)
0:49 Constant:
0:49 3 (const int)
0:? Linker Objects
0:? 'colorTransform' (uniform 3X3 matrix of float)
0:? 'Color' (smooth in 3-component vector of float)
0:? 'm' (uniform 4X4 matrix of float)
0:? 'n' (uniform 4X4 matrix of float)
0:? 'um43' (uniform 4X3 matrix of float)
0:? 'un34' (uniform 3X4 matrix of float)
0:? 'um2' (uniform 2X2 matrix of float)
0:? 'um3' (uniform 3X3 matrix of float)
0:? 'um4' (uniform 4X4 matrix of float)
0:? 'v' (smooth in 4-component vector of float)
0:? 'u' (smooth in 3-component vector of float)
0:? 'FragColor' (out 4-component vector of float)
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