blob: 25ce6ee93759299335223d8ef49e0a867bf36c9d [file] [log] [blame]
310.tesc
ERROR: 0:8: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:9: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:10: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:12: 'patch' : can only use on output in tessellation-control shader
ERROR: 0:26: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:27: 'gl_ClipDistance' : no such field in structure
ERROR: 0:27: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:34: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:35: 'gl_ClipDistance' : no such field in structure
ERROR: 0:35: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:35: 'assign' : l-value required (can't modify a const)
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:43: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:48: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:53: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:56: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:63: '' : tessellation control barrier() cannot be placed after a return from main()
ERROR: 0:66: 'vertices' : can only apply to 'out'
ERROR: 0:67: 'vertices' : cannot change previously set layout value
ERROR: 0:71: '[' : array index out of range '4'
ERROR: 0:73: '' : tessellation control barrier() must be in main()
ERROR: 0:76: 'in' : type must be an array: ina
ERROR: 0:78: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:80: '' : array size required
ERROR: 0:86: 'location' : overlapping use of location 4
ERROR: 0:90: 'location' : overlapping use of location 4
ERROR: 0:94: 'precise' : Reserved word.
ERROR: 0:94: 'precise' : not supported for this version or the enabled extensions
ERROR: 0:95: 'fma' : required extension not requested: Possible extensions include:
GL_EXT_gpu_shader5
GL_OES_gpu_shader5
ERROR: 0:104: 'sample' : Reserved word.
ERROR: 0:106: 'vertices' : can only apply to a standalone qualifier
ERROR: 0:107: 'vertices' : inconsistent output number of vertices for array size of misSized
ERROR: 0:133: 'gl_BoundingBoxEXT' : required extension not requested: GL_EXT_primitive_bounding_box
ERROR: 0:134: 'gl_BoundingBox' : undeclared identifier
ERROR: 0:143: '[' : array index out of range '2'
ERROR: 0:148: 'gl_BoundingBoxOES' : required extension not requested: GL_OES_primitive_bounding_box
ERROR: 0:157: '[' : array index out of range '2'
ERROR: 0:160: '' : array size required
ERROR: 0:176: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 0:177: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 0:180: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 41 compilation errors. No code generated.
Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_primitive_bounding_box
Requested GL_OES_gpu_shader5
Requested GL_OES_primitive_bounding_box
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Barrier ( global void)
0:19 Sequence
0:19 move second child to first child ( temp highp int)
0:19 'a' ( temp highp int)
0:19 Constant:
0:19 5392 (const int)
0:25 Sequence
0:25 move second child to first child ( temp highp 4-component vector of float)
0:25 'p' ( temp highp 4-component vector of float)
0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp highp float)
0:26 'ps' ( temp highp float)
0:26 gl_PointSize: direct index for structure ( in highp float PointSize)
0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp highp float)
0:27 'cd' ( temp highp float)
0:27 Constant:
0:27 0.000000
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'pvi' ( temp highp int)
0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:30 Sequence
0:30 move second child to first child ( temp highp int)
0:30 'pid' ( temp highp int)
0:30 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'iid' ( temp highp int)
0:31 'gl_InvocationID' ( in highp int InvocationID)
0:33 move second child to first child ( temp highp 4-component vector of float)
0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_InvocationID' ( in highp int InvocationID)
0:33 Constant:
0:33 0 (const int)
0:33 'p' ( temp highp 4-component vector of float)
0:34 move second child to first child ( temp highp float)
0:34 gl_PointSize: direct index for structure ( out highp float PointSize)
0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_InvocationID' ( in highp int InvocationID)
0:34 Constant:
0:34 1 (const int)
0:34 'ps' ( temp highp float)
0:35 move second child to first child ( temp highp float)
0:35 Constant:
0:35 0.000000
0:35 'cd' ( temp highp float)
0:37 move second child to first child ( temp highp float)
0:37 direct index ( patch temp highp float TessLevelOuter)
0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:37 Constant:
0:37 3 (const int)
0:37 Constant:
0:37 3.200000
0:38 move second child to first child ( temp highp float)
0:38 direct index ( patch temp highp float TessLevelInner)
0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:38 Constant:
0:38 1 (const int)
0:38 Constant:
0:38 1.300000
0:40 Test condition and select ( temp void)
0:40 Condition
0:40 Compare Greater Than ( temp bool)
0:40 'a' ( temp highp int)
0:40 Constant:
0:40 10 (const int)
0:40 true case
0:41 Barrier ( global void)
0:40 false case
0:43 Barrier ( global void)
0:45 Barrier ( global void)
0:49 Loop with condition not tested first
0:49 Loop Condition
0:49 Compare Greater Than ( temp bool)
0:49 'a' ( temp highp int)
0:49 Constant:
0:49 10 (const int)
0:49 Loop Body
0:48 Sequence
0:48 Barrier ( global void)
0:51 switch
0:51 condition
0:51 'a' ( temp highp int)
0:51 body
0:51 Sequence
0:52 default:
0:? Sequence
0:53 Barrier ( global void)
0:54 Branch: Break
0:56 Test condition and select ( temp highp int)
0:56 Condition
0:56 Compare Less Than ( temp bool)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 12 (const int)
0:56 true case
0:56 'a' ( temp highp int)
0:56 false case
0:56 Comma ( temp highp int)
0:56 Barrier ( global void)
0:56 'a' ( temp highp int)
0:58 Sequence
0:58 Barrier ( global void)
0:61 Branch: Return
0:63 Barrier ( global void)
0:69 Function Definition: foo( ( global void)
0:69 Function Parameters:
0:71 Sequence
0:71 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:71 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:71 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:71 Constant:
0:71 4 (const int)
0:71 Constant:
0:71 0 (const int)
0:73 Barrier ( global void)
0:92 Function Definition: foop( ( global void)
0:92 Function Parameters:
0:? Sequence
0:95 move second child to first child ( temp highp float)
0:95 'd' ( noContraction temp highp float)
0:95 fma ( global highp float)
0:95 'd' ( noContraction temp highp float)
0:95 'd' ( noContraction temp highp float)
0:95 'd' ( noContraction temp highp float)
0:112 Function Definition: pointSize2( ( global void)
0:112 Function Parameters:
0:114 Sequence
0:114 Sequence
0:114 move second child to first child ( temp highp float)
0:114 'ps' ( temp highp float)
0:114 gl_PointSize: direct index for structure ( in highp float PointSize)
0:114 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:114 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:114 Constant:
0:114 1 (const int)
0:114 Constant:
0:114 1 (const int)
0:115 move second child to first child ( temp highp float)
0:115 gl_PointSize: direct index for structure ( out highp float PointSize)
0:115 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:115 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:115 'gl_InvocationID' ( in highp int InvocationID)
0:115 Constant:
0:115 1 (const int)
0:115 'ps' ( temp highp float)
0:122 Function Definition: goodfoop( ( global void)
0:122 Function Parameters:
0:? Sequence
0:126 multiply second child into first child ( temp highp 3-component vector of float)
0:126 'pv3' ( noContraction temp highp 3-component vector of float)
0:126 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 move second child to first child ( temp highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 fma ( global highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:127 'pv3' ( noContraction temp highp 3-component vector of float)
0:128 move second child to first child ( temp highp float)
0:128 'd' ( noContraction temp highp float)
0:128 fma ( global highp float)
0:128 'd' ( noContraction temp highp float)
0:128 'd' ( noContraction temp highp float)
0:128 'd' ( noContraction temp highp float)
0:131 Function Definition: bbextBad( ( global void)
0:131 Function Parameters:
0:133 Sequence
0:133 'gl_BoundingBoxEXT' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:134 'gl_BoundingBox' ( temp float)
0:139 Function Definition: bbext( ( global void)
0:139 Function Parameters:
0:141 Sequence
0:141 move second child to first child ( temp highp 4-component vector of float)
0:141 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:141 'gl_BoundingBoxEXT' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:141 Constant:
0:141 0 (const int)
0:141 Constant:
0:141 0.000000
0:141 0.000000
0:141 0.000000
0:141 0.000000
0:142 move second child to first child ( temp highp 4-component vector of float)
0:142 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:142 'gl_BoundingBoxEXT' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:142 Constant:
0:142 1 (const int)
0:142 Constant:
0:142 1.000000
0:142 1.000000
0:142 1.000000
0:142 1.000000
0:143 move second child to first child ( temp highp 4-component vector of float)
0:143 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:143 'gl_BoundingBoxEXT' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:143 Constant:
0:143 2 (const int)
0:143 Constant:
0:143 2.000000
0:143 2.000000
0:143 2.000000
0:143 2.000000
0:146 Function Definition: bbBad( ( global void)
0:146 Function Parameters:
0:148 Sequence
0:148 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:153 Function Definition: bb( ( global void)
0:153 Function Parameters:
0:155 Sequence
0:155 move second child to first child ( temp highp 4-component vector of float)
0:155 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:155 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:155 Constant:
0:155 0 (const int)
0:155 Constant:
0:155 0.000000
0:155 0.000000
0:155 0.000000
0:155 0.000000
0:156 move second child to first child ( temp highp 4-component vector of float)
0:156 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:156 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:156 Constant:
0:156 1 (const int)
0:156 Constant:
0:156 1.000000
0:156 1.000000
0:156 1.000000
0:156 1.000000
0:157 move second child to first child ( temp highp 4-component vector of float)
0:157 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:157 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:157 Constant:
0:157 2 (const int)
0:157 Constant:
0:157 2.000000
0:157 2.000000
0:157 2.000000
0:157 2.000000
0:168 Function Definition: outputtingOutparam(i1; ( global void)
0:168 Function Parameters:
0:168 'a' ( out highp int)
0:170 Sequence
0:170 move second child to first child ( temp highp int)
0:170 'a' ( out highp int)
0:170 Constant:
0:170 2 (const int)
0:173 Function Definition: outputting( ( global void)
0:173 Function Parameters:
0:175 Sequence
0:175 move second child to first child ( temp highp int)
0:175 indirect index ( temp highp int)
0:175 'outa' ( out 4-element array of highp int)
0:175 'gl_InvocationID' ( in highp int InvocationID)
0:175 Constant:
0:175 2 (const int)
0:176 move second child to first child ( temp highp int)
0:176 direct index ( temp highp int)
0:176 'outa' ( out 4-element array of highp int)
0:176 Constant:
0:176 1 (const int)
0:176 Constant:
0:176 2 (const int)
0:177 move second child to first child ( temp highp 4-component vector of float)
0:177 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:177 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:177 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:177 Constant:
0:177 0 (const int)
0:177 Constant:
0:177 0 (const int)
0:177 Constant:
0:177 1.000000
0:177 1.000000
0:177 1.000000
0:177 1.000000
0:178 direct index ( temp highp int)
0:178 'outa' ( out 4-element array of highp int)
0:178 Constant:
0:178 1 (const int)
0:179 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:179 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:179 Constant:
0:179 0 (const int)
0:180 Function Call: outputtingOutparam(i1; ( global void)
0:180 direct index ( temp highp int)
0:180 'outa' ( out 4-element array of highp int)
0:180 Constant:
0:180 0 (const int)
0:181 Function Call: outputtingOutparam(i1; ( global void)
0:181 indirect index ( temp highp int)
0:181 'outa' ( out 4-element array of highp int)
0:181 'gl_InvocationID' ( in highp int InvocationID)
0:182 move second child to first child ( temp highp float)
0:182 f: direct index for structure ( out highp float)
0:182 direct index ( patch temp block{ out highp float f})
0:182 'patchIName' ( patch out 4-element array of block{ out highp float f})
0:182 Constant:
0:182 1 (const int)
0:182 Constant:
0:182 0 (const int)
0:182 Constant:
0:182 3.140000
0:183 move second child to first child ( temp highp int)
0:183 indirect index ( temp highp int)
0:183 'outa' ( out 4-element array of highp int)
0:183 'gl_InvocationID' ( in highp int InvocationID)
0:183 Constant:
0:183 2 (const int)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:? 'outa' ( out 4-element array of highp int)
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'implA' ( patch out unsized 1-element array of highp float)
0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch out block{ out highp int a})
0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:? 'badlay' ( out 4-element array of highp float)
0:? 'misSized' ( out 5-element array of highp float)
0:? 'okaySize' ( out 4-element array of highp float)
0:? 'pv3' ( noContraction temp highp 3-component vector of float)
0:? 'badpatchIName' ( patch out unsized 1-element array of block{ out highp float f})
0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})
Linked tessellation control stage:
Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_primitive_bounding_box
Requested GL_OES_gpu_shader5
Requested GL_OES_primitive_bounding_box
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
vertices = 4
ERROR: node is still EOpNull!
0:15 Function Definition: main( ( global void)
0:15 Function Parameters:
0:17 Sequence
0:17 Barrier ( global void)
0:19 Sequence
0:19 move second child to first child ( temp highp int)
0:19 'a' ( temp highp int)
0:19 Constant:
0:19 5392 (const int)
0:25 Sequence
0:25 move second child to first child ( temp highp 4-component vector of float)
0:25 'p' ( temp highp 4-component vector of float)
0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:25 Constant:
0:25 1 (const int)
0:25 Constant:
0:25 0 (const int)
0:26 Sequence
0:26 move second child to first child ( temp highp float)
0:26 'ps' ( temp highp float)
0:26 gl_PointSize: direct index for structure ( in highp float PointSize)
0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:26 Constant:
0:26 1 (const int)
0:26 Constant:
0:26 1 (const int)
0:27 Sequence
0:27 move second child to first child ( temp highp float)
0:27 'cd' ( temp highp float)
0:27 Constant:
0:27 0.000000
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'pvi' ( temp highp int)
0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:30 Sequence
0:30 move second child to first child ( temp highp int)
0:30 'pid' ( temp highp int)
0:30 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:31 Sequence
0:31 move second child to first child ( temp highp int)
0:31 'iid' ( temp highp int)
0:31 'gl_InvocationID' ( in highp int InvocationID)
0:33 move second child to first child ( temp highp 4-component vector of float)
0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:33 'gl_InvocationID' ( in highp int InvocationID)
0:33 Constant:
0:33 0 (const int)
0:33 'p' ( temp highp 4-component vector of float)
0:34 move second child to first child ( temp highp float)
0:34 gl_PointSize: direct index for structure ( out highp float PointSize)
0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:34 'gl_InvocationID' ( in highp int InvocationID)
0:34 Constant:
0:34 1 (const int)
0:34 'ps' ( temp highp float)
0:35 move second child to first child ( temp highp float)
0:35 Constant:
0:35 0.000000
0:35 'cd' ( temp highp float)
0:37 move second child to first child ( temp highp float)
0:37 direct index ( patch temp highp float TessLevelOuter)
0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:37 Constant:
0:37 3 (const int)
0:37 Constant:
0:37 3.200000
0:38 move second child to first child ( temp highp float)
0:38 direct index ( patch temp highp float TessLevelInner)
0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:38 Constant:
0:38 1 (const int)
0:38 Constant:
0:38 1.300000
0:40 Test condition and select ( temp void)
0:40 Condition
0:40 Compare Greater Than ( temp bool)
0:40 'a' ( temp highp int)
0:40 Constant:
0:40 10 (const int)
0:40 true case
0:41 Barrier ( global void)
0:40 false case
0:43 Barrier ( global void)
0:45 Barrier ( global void)
0:49 Loop with condition not tested first
0:49 Loop Condition
0:49 Compare Greater Than ( temp bool)
0:49 'a' ( temp highp int)
0:49 Constant:
0:49 10 (const int)
0:49 Loop Body
0:48 Sequence
0:48 Barrier ( global void)
0:51 switch
0:51 condition
0:51 'a' ( temp highp int)
0:51 body
0:51 Sequence
0:52 default:
0:? Sequence
0:53 Barrier ( global void)
0:54 Branch: Break
0:56 Test condition and select ( temp highp int)
0:56 Condition
0:56 Compare Less Than ( temp bool)
0:56 'a' ( temp highp int)
0:56 Constant:
0:56 12 (const int)
0:56 true case
0:56 'a' ( temp highp int)
0:56 false case
0:56 Comma ( temp highp int)
0:56 Barrier ( global void)
0:56 'a' ( temp highp int)
0:58 Sequence
0:58 Barrier ( global void)
0:61 Branch: Return
0:63 Barrier ( global void)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:? 'outa' ( out 4-element array of highp int)
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'implA' ( patch out 1-element array of highp float)
0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch out block{ out highp int a})
0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:? 'badlay' ( out 4-element array of highp float)
0:? 'misSized' ( out 5-element array of highp float)
0:? 'okaySize' ( out 4-element array of highp float)
0:? 'pv3' ( noContraction temp highp 3-component vector of float)
0:? 'badpatchIName' ( patch out 1-element array of block{ out highp float f})
0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})