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
This commit is contained in:
John Kessenich 2014-04-14 15:46:40 +00:00
parent dd09c05e5b
commit cf0206c341
125 changed files with 14154 additions and 212 deletions

View file

@ -1,5 +1,5 @@
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)