blob: 022ddec47c7eb50e569f4b280c975db8846aaea7 [file] [log] [blame]
440.vert
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
ERROR: 0:26: 'location' : overlapping use of location 2
ERROR: 0:31: 'location' : overlapping use of location 15
ERROR: 0:32: 'location' : overlapping use of location 10
ERROR: 0:37: 'location' : overlapping use of location 20
ERROR: 0:39: 'component' : type overflows the available 4 components
ERROR: 0:40: 'component' : type overflows the available 4 components
ERROR: 0:42: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:43: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:44: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:46: 'component' : must specify 'location' to use 'component'
ERROR: 0:52: 'location' : overlapping use of location 40
ERROR: 0:54: 'component' : type overflows the available 4 components
ERROR: 0:55: 'component' : type overflows the available 4 components
ERROR: 0:57: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:58: 'component' : cannot apply to a matrix, structure, or block
ERROR: 0:61: 'location/component/index' : cannot declare a default, use a full declaration
ERROR: 0:66: 'component' : doubles cannot start on an odd-numbered component
ERROR: 0:67: 'component' : type overflows the available 4 components
ERROR: 0:71: 'location' : overlapping use of location 55
ERROR: 0:75: 'location' : overlapping use of location 57
ERROR: 0:78: 'location' : overlapping use of location 59
ERROR: 0:95: 'xfb layout qualifier' : can only be used on an output
ERROR: 0:101: 'xfb_offset' : cannot declare a default, use a full declaration
ERROR: 0:111: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
ERROR: 0:116: 'xfb_buffer' : member cannot contradict block (or what block inherited from global)
ERROR: 0:116: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3
ERROR: 0:117: 'xfb_offset' : overlapping offsets at offset 0 in buffer 2
ERROR: 0:119: 'xfb_offset' : overlapping offsets at offset 24 in buffer 2
ERROR: 0:122: 'xfb_stride' : all stride settings must match for xfb buffer 15
ERROR: 0:126: 'xfb_offset' : overlapping offsets at offset 4 in buffer 1
ERROR: 0:128: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:129: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:133: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:131: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:152: 'xfb_offset' : overlapping offsets at offset 64 in buffer 0
ERROR: 0:157: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:158: 'xfb_offset' : must be a multiple of size of first component
ERROR: 0:159: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8
ERROR: 0:161: 'xfb_offset' : must be a multiple of size of first component
ERROR: 0:162: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8
ERROR: 0:166: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:169: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:169: 'xfb_stride' : 1/4 stride is too large: gl_MaxTransformFeedbackInterleavedComponents is 64
ERROR: 0:171: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:179: 'gl_BaseVertexARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:179: 'gl_BaseInstanceARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:179: 'gl_DrawIDARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:187: 'assign' : l-value required "gl_BaseVertexARB" (can't modify shader input)
ERROR: 0:188: 'assign' : l-value required "gl_BaseInstanceARB" (can't modify shader input)
ERROR: 0:189: 'assign' : l-value required "gl_DrawIDARB" (can't modify shader input)
ERROR: 0:190: 'glBaseInstanceARB' : undeclared identifier
ERROR: 54 compilation errors. No code generated.
Shader version: 440
Requested GL_ARB_shader_draw_parameters
in xfb mode
ERROR: node is still EOpNull!
0:177 Function Definition: drawParamsBad( (global int)
0:177 Function Parameters:
0:179 Sequence
0:179 Branch: Return with expression
0:179 add (temp int)
0:179 add (temp int)
0:179 'gl_BaseVertexARB' (in int BaseVertex)
0:179 'gl_BaseInstanceARB' (in int BaseInstance)
0:179 'gl_DrawIDARB' (in int DrawId)
0:184 Function Definition: drawParams( (global int)
0:184 Function Parameters:
0:186 Sequence
0:186 Branch: Return with expression
0:186 add (temp int)
0:186 add (temp int)
0:186 'gl_BaseVertexARB' (in int BaseVertex)
0:186 'gl_BaseInstanceARB' (in int BaseInstance)
0:186 'gl_DrawIDARB' (in int DrawId)
0:187 move second child to first child (temp int)
0:187 'gl_BaseVertexARB' (in int BaseVertex)
0:187 Constant:
0:187 3 (const int)
0:188 move second child to first child (temp int)
0:188 'gl_BaseInstanceARB' (in int BaseInstance)
0:188 Constant:
0:188 3 (const int)
0:189 move second child to first child (temp int)
0:189 'gl_DrawIDARB' (in int DrawId)
0:189 Constant:
0:189 3 (const int)
0:190 'glBaseInstanceARB' (temp float)
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{global int a})
0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
0:? 'bc' (layout(location=4095 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{global 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:? 'dfo' (layout(location=51 component=1 ) smooth out double)
0:? 'dvo' (layout(location=52 component=2 ) smooth out 2-component vector of double)
0:? 'dfo2' (layout(location=53 ) smooth out double)
0:? 'ffv2' (layout(location=53 component=2 ) smooth out 2-component vector of float)
0:? 'dvec4out' (layout(location=54 ) smooth out 4-component vector of double)
0:? 'overf' (layout(location=55 ) smooth out float)
0:? 'df2o' (layout(location=56 component=1 ) smooth out 2-component vector of float)
0:? 'sf2o' (layout(location=56 component=3 ) smooth out float)
0:? 'dv3o' (layout(location=57 component=2 ) smooth out 2-component vector of float)
0:? 'sf4o' (layout(location=57 component=3 ) smooth out float)
0:? 'dv3o2' (layout(location=58 ) flat out 3-component vector of double)
0:? 'dfo3' (layout(location=59 component=2 ) flat out double)
0:? 'dfo4' (layout(location=59 component=0 ) flat out double)
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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global 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 VertexId)
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)
Linked vertex stage:
ERROR: Linking vertex stage: Missing entry point: Each stage requires one entry point
ERROR: Linking vertex stage: xfb_stride is too small to hold all buffer entries:
ERROR: xfb_buffer 0, xfb_stride 92, minimum stride needed: 96
ERROR: Linking vertex stage: xfb_stride must be multiple of 8 for buffer holding a double:
ERROR: xfb_buffer 0, xfb_stride 92
ERROR: Linking vertex stage: xfb_stride must be multiple of 4:
ERROR: xfb_buffer 5, xfb_stride 6
ERROR: Linking vertex stage: xfb_stride is too large:
ERROR: xfb_buffer 7, components (1/4 stride) needed are 66, gl_MaxTransformFeedbackInterleavedComponents is 64
Shader version: 440
Requested GL_ARB_shader_draw_parameters
in xfb mode
ERROR: node is still EOpNull!
0:177 Function Definition: drawParamsBad( (global int)
0:177 Function Parameters:
0:179 Sequence
0:179 Branch: Return with expression
0:179 add (temp int)
0:179 add (temp int)
0:179 'gl_BaseVertexARB' (in int BaseVertex)
0:179 'gl_BaseInstanceARB' (in int BaseInstance)
0:179 'gl_DrawIDARB' (in int DrawId)
0:184 Function Definition: drawParams( (global int)
0:184 Function Parameters:
0:186 Sequence
0:186 Branch: Return with expression
0:186 add (temp int)
0:186 add (temp int)
0:186 'gl_BaseVertexARB' (in int BaseVertex)
0:186 'gl_BaseInstanceARB' (in int BaseInstance)
0:186 'gl_DrawIDARB' (in int DrawId)
0:187 move second child to first child (temp int)
0:187 'gl_BaseVertexARB' (in int BaseVertex)
0:187 Constant:
0:187 3 (const int)
0:188 move second child to first child (temp int)
0:188 'gl_BaseInstanceARB' (in int BaseInstance)
0:188 Constant:
0:188 3 (const int)
0:189 move second child to first child (temp int)
0:189 'gl_DrawIDARB' (in int DrawId)
0:189 Constant:
0:189 3 (const int)
0:190 'glBaseInstanceARB' (temp float)
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{global int a})
0:? 'bb' (layout(location=34 component=1 ) out block{out int a})
0:? 'bc' (layout(location=4095 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{global 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:? 'dfo' (layout(location=51 component=1 ) smooth out double)
0:? 'dvo' (layout(location=52 component=2 ) smooth out 2-component vector of double)
0:? 'dfo2' (layout(location=53 ) smooth out double)
0:? 'ffv2' (layout(location=53 component=2 ) smooth out 2-component vector of float)
0:? 'dvec4out' (layout(location=54 ) smooth out 4-component vector of double)
0:? 'overf' (layout(location=55 ) smooth out float)
0:? 'df2o' (layout(location=56 component=1 ) smooth out 2-component vector of float)
0:? 'sf2o' (layout(location=56 component=3 ) smooth out float)
0:? 'dv3o' (layout(location=57 component=2 ) smooth out 2-component vector of float)
0:? 'sf4o' (layout(location=57 component=3 ) smooth out float)
0:? 'dv3o2' (layout(location=58 ) flat out 3-component vector of double)
0:? 'dfo3' (layout(location=59 component=2 ) flat out double)
0:? 'dfo4' (layout(location=59 component=0 ) flat out double)
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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global 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 VertexId)
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)