blob: ec184ac9e45cdbb6e133aaab515b4eb6e6217a66 [file] [log] [blame]
450.frag
ERROR: 0:70: 'offsets' : argument must be compile-time constant
ERROR: 0:71: 'offsets' : argument must be compile-time constant
ERROR: 0:72: 'offsets' : argument must be compile-time constant
ERROR: 0:88: 'location' : cannot use in a block array where new locations are needed for each block element
ERROR: 0:93: 'early_fragment_tests' : can only apply to a standalone qualifier
ERROR: 5 compilation errors. No code generated.
Shader version: 450
Requested GL_ARB_sparse_texture2
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 Sequence
0:10 move second child to first child ( temp 2-component vector of float)
0:10 'v2' ( temp 2-component vector of float)
0:10 dPdxFine ( global 2-component vector of float)
0:10 'in2' ( smooth in 2-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp 3-component vector of float)
0:11 'v3' ( temp 3-component vector of float)
0:11 dPdyCoarse ( global 3-component vector of float)
0:11 'in3' ( smooth in 3-component vector of float)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'v4' ( temp 4-component vector of float)
0:12 fwidth ( global 4-component vector of float)
0:12 'in4' ( smooth in 4-component vector of float)
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v4' ( temp 4-component vector of float)
0:13 dPdyFine ( global 4-component vector of float)
0:13 'in4' ( smooth in 4-component vector of float)
0:14 move second child to first child ( temp 3-component vector of float)
0:14 'v3' ( temp 3-component vector of float)
0:14 dPdyFine ( global 3-component vector of float)
0:14 'in3' ( smooth in 3-component vector of float)
0:15 Sequence
0:15 move second child to first child ( temp float)
0:15 'f' ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 dPdx ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxFine ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxCoarse ( global float)
0:15 'in1' ( smooth in float)
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'v4' ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 fwidthCoarse ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:16 fwidthFine ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'cull' ( temp float)
0:18 direct index ( smooth temp float CullDistance)
0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:18 Constant:
0:18 2 (const int)
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'consts' ( temp float)
0:19 Constant:
0:19 20.000000
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
0:21 true case
0:22 Pre-Increment ( temp 4-component vector of float)
0:22 'v4' ( temp 4-component vector of float)
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'sum' ( temp int)
0:24 Constant:
0:24 32 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 2-component vector of bool)
0:32 'b2' ( temp 2-component vector of bool)
0:32 mix ( global 2-component vector of bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b1' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b3' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b' ( temp bool)
0:33 Sequence
0:33 move second child to first child ( temp uint)
0:33 'um' ( temp uint)
0:33 mix ( global uint)
0:33 'uin' ( temp uint)
0:33 'uin' ( temp uint)
0:33 'b' ( temp bool)
0:34 Sequence
0:34 move second child to first child ( temp 3-component vector of int)
0:34 'im3' ( temp 3-component vector of int)
0:34 mix ( global 3-component vector of int)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct bvec3 ( temp 3-component vector of bool)
0:34 'b' ( temp bool)
0:42 Function Definition: foo( ( global void)
0:42 Function Parameters:
0:44 Sequence
0:44 Sequence
0:44 move second child to first child ( temp int)
0:44 's' ( temp int)
0:44 textureSamples ( global int)
0:44 's2dms' ( uniform sampler2DMS)
0:45 add second child into first child ( temp int)
0:45 's' ( temp int)
0:45 textureSamples ( global int)
0:45 'us2dmsa' ( uniform usampler2DMSArray)
0:46 add second child into first child ( temp int)
0:46 's' ( temp int)
0:46 imageQuerySamples ( global int)
0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:47 add second child into first child ( temp int)
0:47 's' ( temp int)
0:47 imageQuerySamples ( global int)
0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:48 Sequence
0:48 move second child to first child ( temp float)
0:48 'f' ( temp float)
0:48 imageAtomicExchange ( global float)
0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:48 Convert float to int ( temp 3-component vector of int)
0:48 'in3' ( smooth in 3-component vector of float)
0:48 Constant:
0:48 2 (const int)
0:48 Constant:
0:48 4.500000
0:61 Function Definition: testOffsets( ( global void)
0:61 Function Parameters:
0:63 Sequence
0:63 Sequence
0:63 move second child to first child ( temp 4-component vector of float)
0:63 'texel' ( temp 4-component vector of float)
0:63 Constant:
0:63 0.000000
0:63 0.000000
0:63 0.000000
0:63 0.000000
0:64 Sequence
0:64 move second child to first child ( temp 4-component vector of int)
0:64 'itexel' ( temp 4-component vector of int)
0:64 Constant:
0:64 0 (const int)
0:64 0 (const int)
0:64 0 (const int)
0:64 0 (const int)
0:66 sparseTextureGatherOffsets ( global int)
0:66 's2D' ( uniform sampler2D)
0:66 'c2' ( smooth in 2-component vector of float)
0:66 Constant:
0:66 1 (const int)
0:66 2 (const int)
0:66 3 (const int)
0:66 4 (const int)
0:66 15 (const int)
0:66 16 (const int)
0:66 -2 (const int)
0:66 0 (const int)
0:66 'texel' ( temp 4-component vector of float)
0:67 sparseTextureGatherOffsets ( global int)
0:67 'is2DArray' ( uniform isampler2DArray)
0:67 'c3' ( smooth in 3-component vector of float)
0:67 Constant:
0:67 1 (const int)
0:67 2 (const int)
0:67 3 (const int)
0:67 4 (const int)
0:67 15 (const int)
0:67 16 (const int)
0:67 -2 (const int)
0:67 0 (const int)
0:67 'itexel' ( temp 4-component vector of int)
0:67 Constant:
0:67 2 (const int)
0:68 sparseTextureGatherOffsets ( global int)
0:68 's2DRectShadow' ( uniform sampler2DRectShadow)
0:68 'c2' ( smooth in 2-component vector of float)
0:68 Constant:
0:68 2.000000
0:68 Constant:
0:68 1 (const int)
0:68 2 (const int)
0:68 3 (const int)
0:68 4 (const int)
0:68 15 (const int)
0:68 16 (const int)
0:68 -2 (const int)
0:68 0 (const int)
0:68 'texel' ( temp 4-component vector of float)
0:70 sparseTextureGatherOffsets ( global int)
0:70 's2D' ( uniform sampler2D)
0:70 'c2' ( smooth in 2-component vector of float)
0:70 'offsets' ( flat in 4-element array of 2-component vector of int)
0:70 'texel' ( temp 4-component vector of float)
0:71 sparseTextureGatherOffsets ( global int)
0:71 'is2DArray' ( uniform isampler2DArray)
0:71 'c3' ( smooth in 3-component vector of float)
0:71 'offsets' ( flat in 4-element array of 2-component vector of int)
0:71 'itexel' ( temp 4-component vector of int)
0:71 Constant:
0:71 2 (const int)
0:72 sparseTextureGatherOffsets ( global int)
0:72 's2DRectShadow' ( uniform sampler2DRectShadow)
0:72 'c2' ( smooth in 2-component vector of float)
0:72 Constant:
0:72 2.000000
0:72 'offsets' ( flat in 4-element array of 2-component vector of int)
0:72 'texel' ( temp 4-component vector of float)
0:78 Function Definition: cull(i1; ( global float)
0:78 Function Parameters:
0:78 'i' ( in int)
0:80 Sequence
0:80 Branch: Return with expression
0:80 Test condition and select ( temp float)
0:80 Condition
0:80 Compare Greater Than or Equal ( temp bool)
0:80 'i' ( in int)
0:80 Constant:
0:80 6 (const int)
0:80 true case
0:80 direct index ( smooth temp float CullDistance)
0:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:80 Constant:
0:80 5 (const int)
0:80 false case
0:80 indirect index ( smooth temp float CullDistance)
0:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:80 'i' ( in int)
0:? Linker Objects
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
0:? 'in3' ( smooth in 3-component vector of float)
0:? 'in4' ( smooth in 4-component vector of float)
0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:? 's2dms' ( uniform sampler2DMS)
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 's2D' ( uniform sampler2D)
0:? 'is2DArray' ( uniform isampler2DArray)
0:? 's2DRectShadow' ( uniform sampler2DRectShadow)
0:? 'offsets' ( flat in 4-element array of 2-component vector of int)
0:? 'c2' ( smooth in 2-component vector of float)
0:? 'c3' ( smooth in 3-component vector of float)
0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:? 'f' ( smooth in float)
Linked fragment stage:
Shader version: 450
Requested GL_ARB_sparse_texture2
ERROR: node is still EOpNull!
0:8 Function Definition: main( ( global void)
0:8 Function Parameters:
0:10 Sequence
0:10 Sequence
0:10 move second child to first child ( temp 2-component vector of float)
0:10 'v2' ( temp 2-component vector of float)
0:10 dPdxFine ( global 2-component vector of float)
0:10 'in2' ( smooth in 2-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp 3-component vector of float)
0:11 'v3' ( temp 3-component vector of float)
0:11 dPdyCoarse ( global 3-component vector of float)
0:11 'in3' ( smooth in 3-component vector of float)
0:12 Sequence
0:12 move second child to first child ( temp 4-component vector of float)
0:12 'v4' ( temp 4-component vector of float)
0:12 fwidth ( global 4-component vector of float)
0:12 'in4' ( smooth in 4-component vector of float)
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v4' ( temp 4-component vector of float)
0:13 dPdyFine ( global 4-component vector of float)
0:13 'in4' ( smooth in 4-component vector of float)
0:14 move second child to first child ( temp 3-component vector of float)
0:14 'v3' ( temp 3-component vector of float)
0:14 dPdyFine ( global 3-component vector of float)
0:14 'in3' ( smooth in 3-component vector of float)
0:15 Sequence
0:15 move second child to first child ( temp float)
0:15 'f' ( temp float)
0:15 add ( temp float)
0:15 add ( temp float)
0:15 dPdx ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxFine ( global float)
0:15 'in1' ( smooth in float)
0:15 dPdxCoarse ( global float)
0:15 'in1' ( smooth in float)
0:16 move second child to first child ( temp 4-component vector of float)
0:16 'v4' ( temp 4-component vector of float)
0:16 add ( temp 4-component vector of float)
0:16 fwidthCoarse ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:16 fwidthFine ( global 4-component vector of float)
0:16 'in4' ( smooth in 4-component vector of float)
0:18 Sequence
0:18 move second child to first child ( temp float)
0:18 'cull' ( temp float)
0:18 direct index ( smooth temp float CullDistance)
0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:18 Constant:
0:18 2 (const int)
0:19 Sequence
0:19 move second child to first child ( temp float)
0:19 'consts' ( temp float)
0:19 Constant:
0:19 20.000000
0:21 Test condition and select ( temp void)
0:21 Condition
0:21 'gl_HelperInvocation' ( in bool HelperInvocation)
0:21 true case
0:22 Pre-Increment ( temp 4-component vector of float)
0:22 'v4' ( temp 4-component vector of float)
0:24 Sequence
0:24 move second child to first child ( temp int)
0:24 'sum' ( temp int)
0:24 Constant:
0:24 32 (const int)
0:32 Sequence
0:32 move second child to first child ( temp 2-component vector of bool)
0:32 'b2' ( temp 2-component vector of bool)
0:32 mix ( global 2-component vector of bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b1' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b3' ( temp bool)
0:32 Construct bvec2 ( temp 2-component vector of bool)
0:32 'b' ( temp bool)
0:33 Sequence
0:33 move second child to first child ( temp uint)
0:33 'um' ( temp uint)
0:33 mix ( global uint)
0:33 'uin' ( temp uint)
0:33 'uin' ( temp uint)
0:33 'b' ( temp bool)
0:34 Sequence
0:34 move second child to first child ( temp 3-component vector of int)
0:34 'im3' ( temp 3-component vector of int)
0:34 mix ( global 3-component vector of int)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct ivec3 ( temp 3-component vector of int)
0:34 Convert uint to int ( temp int)
0:34 'uin' ( temp uint)
0:34 Construct bvec3 ( temp 3-component vector of bool)
0:34 'b' ( temp bool)
0:? Linker Objects
0:? 'in1' ( smooth in float)
0:? 'in2' ( smooth in 2-component vector of float)
0:? 'in3' ( smooth in 3-component vector of float)
0:? 'in4' ( smooth in 4-component vector of float)
0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
0:? 's2dms' ( uniform sampler2DMS)
0:? 'us2dmsa' ( uniform usampler2DMSArray)
0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS)
0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
0:? 's2D' ( uniform sampler2D)
0:? 'is2DArray' ( uniform isampler2DArray)
0:? 's2DRectShadow' ( uniform sampler2DRectShadow)
0:? 'offsets' ( flat in 4-element array of 2-component vector of int)
0:? 'c2' ( smooth in 2-component vector of float)
0:? 'c3' ( smooth in 3-component vector of float)
0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
0:? 'f' ( smooth in float)