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320.tese
ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:5: 'triangles' : cannot change previously set input primitive
ERROR: 0:6: 'isolines' : cannot change previously set input primitive
ERROR: 0:8: 'ccw' : cannot change previously set vertex order
ERROR: 0:12: 'equal_spacing' : cannot change previously set vertex spacing
ERROR: 0:13: 'fractional_even_spacing' : cannot change previously set vertex spacing
ERROR: 0:18: 'patch' : can only use on input in tessellation-evaluation shader
ERROR: 0:22: 'barrier' : no matching overloaded function found
ERROR: 0:33: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:34: 'gl_ClipDistance' : no such field in structure
ERROR: 0:34: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:43: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:44: 'gl_ClipDistance' : undeclared identifier
ERROR: 0:44: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector
ERROR: 0:44: 'assign' : l-value required (can't modify a const)
ERROR: 0:47: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:48: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:49: 'noperspective' : Reserved word.
ERROR: 0:49: 'noperspective' : not supported for this version or the enabled extensions
ERROR: 0:49: 'patch' : cannot use interpolation qualifiers with patch
ERROR: 0:50: '' : can only have one auxiliary qualifier (centroid, patch, and sample)
ERROR: 0:59: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use
ERROR: 0:64: 'quads' : cannot apply to 'out'
ERROR: 0:64: 'cw' : can only apply to 'in'
ERROR: 0:65: 'triangles' : cannot apply to 'out'
ERROR: 0:66: 'isolines' : cannot apply to 'out'
ERROR: 0:67: 'cw' : can only apply to 'in'
ERROR: 0:68: 'fractional_odd_spacing' : can only apply to 'in'
ERROR: 0:69: 'equal_spacing' : can only apply to 'in'
ERROR: 0:70: 'fractional_even_spacing' : can only apply to 'in'
ERROR: 0:71: 'point_mode' : can only apply to 'in'
ERROR: 0:73: 'in' : type must be an array: ina
ERROR: 0:75: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:78: 'in' : type must be an array: bla
ERROR: 0:86: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:96: 'location' : overlapping use of location 24
ERROR: 0:99: 'location' : overlapping use of location 24
ERROR: 0:101: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved
ERROR: 0:113: 'gl_BoundingBoxOES' : undeclared identifier
ERROR: 39 compilation errors. No code generated.
Shader version: 320
Requested GL_ARB_separate_shader_objects
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:20 Function Definition: main( ( global void)
0:20 Function Parameters:
0:22 Sequence
0:22 Constant:
0:22 0.000000
0:24 Sequence
0:24 move second child to first child ( temp highp int)
0:24 'a' ( temp highp int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child ( temp highp 4-component vector of float)
0:32 'p' ( temp highp 4-component vector of float)
0:32 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:32 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})
0:32 '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})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child ( temp highp float)
0:33 'ps' ( temp highp float)
0:33 gl_PointSize: direct index for structure ( in highp float PointSize)
0:33 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})
0:33 '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})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
0:34 move second child to first child ( temp highp float)
0:34 'cd' ( temp highp float)
0:34 Constant:
0:34 0.000000
0:36 Sequence
0:36 move second child to first child ( temp highp int)
0:36 'pvi' ( temp highp int)
0:36 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:37 Sequence
0:37 move second child to first child ( temp highp int)
0:37 'pid' ( temp highp int)
0:37 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:38 Sequence
0:38 move second child to first child ( temp highp 3-component vector of float)
0:38 'tc' ( temp highp 3-component vector of float)
0:38 'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
0:39 Sequence
0:39 move second child to first child ( temp highp float)
0:39 'tlo' ( temp highp float)
0:39 direct index ( patch temp highp float TessLevelOuter)
0:39 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child ( temp highp float)
0:40 'tli' ( temp highp float)
0:40 direct index ( patch temp highp float TessLevelInner)
0:40 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp highp 4-component vector of float)
0:42 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
0:42 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' ( temp highp 4-component vector of float)
0:43 move second child to first child ( temp highp float)
0:43 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:43 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' ( temp highp float)
0:44 move second child to first child ( temp highp float)
0:44 Constant:
0:44 0.000000
0:44 'cd' ( temp highp float)
0:111 Function Definition: bbbad( ( global void)
0:111 Function Parameters:
0:113 Sequence
0:113 'gl_BoundingBoxOES' ( temp float)
0:? Linker Objects
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'badp1' ( smooth patch in highp 4-component vector of float)
0:? 'badp2' ( flat patch in highp 4-component vector of float)
0:? 'badp3' ( noperspective patch in highp 4-component vector of float)
0:? 'badp4' ( patch sample in highp 3-component vector of float)
0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
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:? 'bla' ( in block{ in highp int f})
0:? 'blb' ( in 32-element array of block{ in highp int f})
0:? 'blc' ( in 32-element array of block{ in highp int f})
0:? 'bld' ( in 32-element array of block{ in highp int f})
0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch in block{ in highp int a})
0:? 'myColor2' ( centroid out highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out highp 4-component vector of float)
Linked tessellation evaluation stage:
Shader version: 320
Requested GL_ARB_separate_shader_objects
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:20 Function Definition: main( ( global void)
0:20 Function Parameters:
0:22 Sequence
0:22 Constant:
0:22 0.000000
0:24 Sequence
0:24 move second child to first child ( temp highp int)
0:24 'a' ( temp highp int)
0:24 Constant:
0:24 1512 (const int)
0:32 Sequence
0:32 move second child to first child ( temp highp 4-component vector of float)
0:32 'p' ( temp highp 4-component vector of float)
0:32 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:32 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})
0:32 '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})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 0 (const int)
0:33 Sequence
0:33 move second child to first child ( temp highp float)
0:33 'ps' ( temp highp float)
0:33 gl_PointSize: direct index for structure ( in highp float PointSize)
0:33 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})
0:33 '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})
0:33 Constant:
0:33 1 (const int)
0:33 Constant:
0:33 1 (const int)
0:34 Sequence
0:34 move second child to first child ( temp highp float)
0:34 'cd' ( temp highp float)
0:34 Constant:
0:34 0.000000
0:36 Sequence
0:36 move second child to first child ( temp highp int)
0:36 'pvi' ( temp highp int)
0:36 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:37 Sequence
0:37 move second child to first child ( temp highp int)
0:37 'pid' ( temp highp int)
0:37 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:38 Sequence
0:38 move second child to first child ( temp highp 3-component vector of float)
0:38 'tc' ( temp highp 3-component vector of float)
0:38 'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
0:39 Sequence
0:39 move second child to first child ( temp highp float)
0:39 'tlo' ( temp highp float)
0:39 direct index ( patch temp highp float TessLevelOuter)
0:39 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
0:39 Constant:
0:39 3 (const int)
0:40 Sequence
0:40 move second child to first child ( temp highp float)
0:40 'tli' ( temp highp float)
0:40 direct index ( patch temp highp float TessLevelInner)
0:40 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
0:40 Constant:
0:40 1 (const int)
0:42 move second child to first child ( temp highp 4-component vector of float)
0:42 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
0:42 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:42 Constant:
0:42 0 (const uint)
0:42 'p' ( temp highp 4-component vector of float)
0:43 move second child to first child ( temp highp float)
0:43 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:43 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize})
0:43 Constant:
0:43 1 (const uint)
0:43 'ps' ( temp highp float)
0:44 move second child to first child ( temp highp float)
0:44 Constant:
0:44 0.000000
0:44 'cd' ( temp highp float)
0:? Linker Objects
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'badp1' ( smooth patch in highp 4-component vector of float)
0:? 'badp2' ( flat patch in highp 4-component vector of float)
0:? 'badp3' ( noperspective patch in highp 4-component vector of float)
0:? 'badp4' ( patch sample in highp 3-component vector of float)
0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
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:? 'bla' ( in block{ in highp int f})
0:? 'blb' ( in 32-element array of block{ in highp int f})
0:? 'blc' ( in 32-element array of block{ in highp int f})
0:? 'bld' ( in 32-element array of block{ in highp int f})
0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch in block{ in highp int a})
0:? 'myColor2' ( centroid out highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out highp 4-component vector of float)