150.tesc Shader version: 150 Requested GL_ARB_tessellation_shader vertices = 4 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Barrier ( global void) 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'a' ( temp int) 0:14 Constant: 0:14 5392 (const int) 0:20 Sequence 0:20 move second child to first child ( temp 4-component vector of float) 0:20 'p' ( temp 4-component vector of float) 0:20 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:20 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:20 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 0 (const int) 0:21 Sequence 0:21 move second child to first child ( temp float) 0:21 'ps' ( temp float) 0:21 gl_PointSize: direct index for structure ( in float PointSize) 0:21 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:21 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:22 Sequence 0:22 move second child to first child ( temp float) 0:22 'cd' ( temp float) 0:22 direct index ( temp float ClipDistance) 0:22 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance) 0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 2 (const int) 0:22 Constant: 0:22 2 (const int) 0:24 Sequence 0:24 move second child to first child ( temp int) 0:24 'pvi' ( temp int) 0:24 'gl_PatchVerticesIn' ( in int PatchVertices) 0:25 Sequence 0:25 move second child to first child ( temp int) 0:25 'pid' ( temp int) 0:25 'gl_PrimitiveID' ( in int PrimitiveID) 0:26 Sequence 0:26 move second child to first child ( temp int) 0:26 'iid' ( temp int) 0:26 'gl_InvocationID' ( in int InvocationID) 0:28 move second child to first child ( temp 4-component vector of float) 0:28 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:28 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:28 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:28 'gl_InvocationID' ( in int InvocationID) 0:28 Constant: 0:28 0 (const int) 0:28 'p' ( temp 4-component vector of float) 0:29 move second child to first child ( temp float) 0:29 gl_PointSize: direct index for structure ( out float PointSize) 0:29 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:29 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:29 'gl_InvocationID' ( in int InvocationID) 0:29 Constant: 0:29 1 (const int) 0:29 'ps' ( temp float) 0:30 move second child to first child ( temp float) 0:30 direct index ( temp float ClipDistance) 0:30 gl_ClipDistance: direct index for structure ( out unsized 2-element array of float ClipDistance) 0:30 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:30 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:30 'gl_InvocationID' ( in int InvocationID) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 'cd' ( temp float) 0:32 move second child to first child ( temp float) 0:32 direct index ( patch temp float TessLevelOuter) 0:32 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:32 Constant: 0:32 3 (const int) 0:32 Constant: 0:32 3.200000 0:33 move second child to first child ( temp float) 0:33 direct index ( patch temp float TessLevelInner) 0:33 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.300000 0:? Linker Objects 0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:? 'outa' ( global 4-element array of int) 0:? 'patchOut' ( patch out 4-component vector of float) 150.tese ERROR: 0:12: 'barrier' : no matching overloaded function found ERROR: 1 compilation errors. No code generated. Shader version: 150 Requested GL_ARB_tessellation_shader input primitive = quads vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Constant: 0:12 0.000000 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'a' ( temp int) 0:14 Constant: 0:14 1512 (const int) 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'p' ( temp 4-component vector of float) 0:22 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 0 (const int) 0:23 Sequence 0:23 move second child to first child ( temp float) 0:23 'ps' ( temp float) 0:23 gl_PointSize: direct index for structure ( in float PointSize) 0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 1 (const int) 0:24 Sequence 0:24 move second child to first child ( temp float) 0:24 'cd' ( temp float) 0:24 direct index ( temp float ClipDistance) 0:24 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance) 0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 2 (const int) 0:26 Sequence 0:26 move second child to first child ( temp int) 0:26 'pvi' ( temp int) 0:26 'gl_PatchVerticesIn' ( in int PatchVertices) 0:27 Sequence 0:27 move second child to first child ( temp int) 0:27 'pid' ( temp int) 0:27 'gl_PrimitiveID' ( in int PrimitiveID) 0:28 Sequence 0:28 move second child to first child ( temp 3-component vector of float) 0:28 'tc' ( temp 3-component vector of float) 0:28 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:29 Sequence 0:29 move second child to first child ( temp float) 0:29 'tlo' ( temp float) 0:29 direct index ( patch temp float TessLevelOuter) 0:29 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:29 Constant: 0:29 3 (const int) 0:30 Sequence 0:30 move second child to first child ( temp float) 0:30 'tli' ( temp float) 0:30 direct index ( patch temp float TessLevelInner) 0:30 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:30 Constant: 0:30 1 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:32 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 0 (const uint) 0:32 'p' ( temp 4-component vector of float) 0:33 move second child to first child ( temp float) 0:33 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) 0:33 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const uint) 0:33 'ps' ( temp float) 0:34 move second child to first child ( temp float) 0:34 direct index ( temp float ClipDistance) 0:34 gl_ClipDistance: direct index for structure ( out unsized 3-element array of float ClipDistance) 0:34 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: 0:34 2 (const int) 0:34 'cd' ( temp float) 0:? Linker Objects 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 400.tesc ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) ERROR: 0:10: 'patch' : can only use on output in tessellation-control shader ERROR: 0:39: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:46: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:51: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:54: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:61: '' : tessellation control barrier() cannot be placed after a return from main() ERROR: 0:64: 'vertices' : can only apply to 'out' ERROR: 0:65: 'vertices' : cannot change previously set layout value ERROR: 0:69: '[' : array index out of range '4' ERROR: 0:71: '' : tessellation control barrier() must be in main() ERROR: 0:74: 'in' : type must be an array: ina ERROR: 0:76: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized ERROR: 0:83: 'location' : overlapping use of location 4 ERROR: 0:87: 'location' : overlapping use of location 4 ERROR: 0:104: '' : precise qualifier must appear first ERROR: 0:105: '' : precise qualifier must appear first ERROR: 0:105: '' : precise qualifier must appear first ERROR: 0:109: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group ERROR: 0:110: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview ERROR: 23 compilation errors. No code generated. Shader version: 400 Requested GL_ARB_separate_shader_objects Requested GL_EXT_device_group Requested GL_EXT_multiview vertices = 4 ERROR: node is still EOpNull! 0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence 0:15 Barrier ( global void) 0:17 Sequence 0:17 move second child to first child ( temp int) 0:17 'a' ( temp int) 0:17 Constant: 0:17 5392 (const int) 0:23 Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:23 'p' ( temp 4-component vector of float) 0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) 0:24 Sequence 0:24 move second child to first child ( temp float) 0:24 'ps' ( temp float) 0:24 gl_PointSize: direct index for structure ( in float PointSize) 0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) 0:25 Sequence 0:25 move second child to first child ( temp float) 0:25 'cd' ( temp float) 0:25 direct index ( temp float ClipDistance) 0:25 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance) 0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 2 (const int) 0:25 Constant: 0:25 2 (const int) 0:27 Sequence 0:27 move second child to first child ( temp int) 0:27 'pvi' ( temp int) 0:27 'gl_PatchVerticesIn' ( in int PatchVertices) 0:28 Sequence 0:28 move second child to first child ( temp int) 0:28 'pid' ( temp int) 0:28 'gl_PrimitiveID' ( in int PrimitiveID) 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'iid' ( temp int) 0:29 'gl_InvocationID' ( in int InvocationID) 0:31 move second child to first child ( temp 4-component vector of float) 0:31 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:31 'gl_InvocationID' ( in int InvocationID) 0:31 Constant: 0:31 0 (const int) 0:31 'p' ( temp 4-component vector of float) 0:32 move second child to first child ( temp float) 0:32 gl_PointSize: direct index for structure ( out float PointSize) 0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:32 'gl_InvocationID' ( in int InvocationID) 0:32 Constant: 0:32 1 (const int) 0:32 'ps' ( temp float) 0:33 move second child to first child ( temp float) 0:33 direct index ( temp float ClipDistance) 0:33 gl_ClipDistance: direct index for structure ( out unsized 2-element array of float ClipDistance) 0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:33 'gl_InvocationID' ( in int InvocationID) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) 0:33 'cd' ( temp float) 0:35 move second child to first child ( temp float) 0:35 direct index ( patch temp float TessLevelOuter) 0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 3.200000 0:36 move second child to first child ( temp float) 0:36 direct index ( patch temp float TessLevelInner) 0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.300000 0:38 Test condition and select ( temp void) 0:38 Condition 0:38 Compare Greater Than ( temp bool) 0:38 'a' ( temp int) 0:38 Constant: 0:38 10 (const int) 0:38 true case 0:39 Barrier ( global void) 0:38 false case 0:41 Barrier ( global void) 0:43 Barrier ( global void) 0:47 Loop with condition not tested first 0:47 Loop Condition 0:47 Compare Greater Than ( temp bool) 0:47 'a' ( temp int) 0:47 Constant: 0:47 10 (const int) 0:47 Loop Body 0:46 Sequence 0:46 Barrier ( global void) 0:49 switch 0:49 condition 0:49 'a' ( temp int) 0:49 body 0:49 Sequence 0:50 default: 0:? Sequence 0:51 Barrier ( global void) 0:52 Branch: Break 0:54 Test condition and select ( temp int) 0:54 Condition 0:54 Compare Less Than ( temp bool) 0:54 'a' ( temp int) 0:54 Constant: 0:54 12 (const int) 0:54 true case 0:54 'a' ( temp int) 0:54 false case 0:54 Comma ( temp int) 0:54 Barrier ( global void) 0:54 'a' ( temp int) 0:56 Sequence 0:56 Barrier ( global void) 0:59 Branch: Return 0:61 Barrier ( global void) 0:67 Function Definition: foo( ( global void) 0:67 Function Parameters: 0:69 Sequence 0:69 gl_PointSize: direct index for structure ( out float PointSize) 0:69 direct index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:69 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:69 Constant: 0:69 4 (const int) 0:69 Constant: 0:69 1 (const int) 0:71 Barrier ( global void) 0:91 Function Definition: foop( ( global void) 0:91 Function Parameters: 0:? Sequence 0:95 multiply second child into first child ( temp 3-component vector of float) 0:95 'pv3' ( noContraction temp 3-component vector of float) 0:95 'pv3' ( noContraction temp 3-component vector of float) 0:96 move second child to first child ( temp 3-component vector of float) 0:96 'pv3' ( noContraction temp 3-component vector of float) 0:96 fma ( global 3-component vector of float) 0:96 'pv3' ( noContraction temp 3-component vector of float) 0:96 'pv3' ( noContraction temp 3-component vector of float) 0:96 'pv3' ( noContraction temp 3-component vector of float) 0:97 move second child to first child ( temp double) 0:97 'd' ( noContraction temp double) 0:97 fma ( global double) 0:97 'd' ( noContraction temp double) 0:97 'd' ( noContraction temp double) 0:97 'd' ( noContraction temp double) 0:107 Function Definition: devi( ( global void) 0:107 Function Parameters: 0:109 Sequence 0:109 'gl_DeviceIndex' ( in int DeviceIndex) 0:110 'gl_ViewIndex' ( in int ViewIndex) 0:121 Function Definition: devie( ( global void) 0:121 Function Parameters: 0:123 Sequence 0:123 'gl_DeviceIndex' ( in int DeviceIndex) 0:124 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects 0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}) 0:? 'outa' ( global 4-element array of int) 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'patchOut' ( patch out 4-component vector of float) 0:? 'ina' ( in 2-component vector of float) 0:? 'inb' ( in 32-element array of 2-component vector of float) 0:? 'inc' ( in 32-element array of 2-component vector of float) 0:? 'ind' ( in 32-element array of 2-component vector of float) 0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float) 0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float) 0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float) 0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float) 0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float) 0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float) 0:? 'pv3' ( noContraction temp 3-component vector of float) 0:? 'pinbi' ( patch out block{ out int a}) 0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float) 400.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: 0:47: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:48: 'patch' : cannot use interpolation qualifiers with patch 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: 0:109: 'gl_DeviceIndex' : required extension not requested: GL_EXT_device_group ERROR: 0:110: 'gl_ViewIndex' : required extension not requested: GL_EXT_multiview ERROR: 31 compilation errors. No code generated. Shader version: 400 Requested GL_ARB_separate_shader_objects Requested GL_EXT_device_group Requested GL_EXT_multiview 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 int) 0:24 'a' ( temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'p' ( temp 4-component vector of float) 0:32 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 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 float) 0:33 'ps' ( temp float) 0:33 gl_PointSize: direct index for structure ( in float PointSize) 0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 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 float) 0:34 'cd' ( temp float) 0:34 direct index ( temp float ClipDistance) 0:34 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance) 0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 2 (const int) 0:34 Constant: 0:34 2 (const int) 0:36 Sequence 0:36 move second child to first child ( temp int) 0:36 'pvi' ( temp int) 0:36 'gl_PatchVerticesIn' ( in int PatchVertices) 0:37 Sequence 0:37 move second child to first child ( temp int) 0:37 'pid' ( temp int) 0:37 'gl_PrimitiveID' ( in int PrimitiveID) 0:38 Sequence 0:38 move second child to first child ( temp 3-component vector of float) 0:38 'tc' ( temp 3-component vector of float) 0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:39 Sequence 0:39 move second child to first child ( temp float) 0:39 'tlo' ( temp float) 0:39 direct index ( patch temp float TessLevelOuter) 0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence 0:40 move second child to first child ( temp float) 0:40 'tli' ( temp float) 0:40 direct index ( patch temp float TessLevelInner) 0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) 0:42 move second child to first child ( temp 4-component vector of float) 0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) 0:42 'p' ( temp 4-component vector of float) 0:43 move second child to first child ( temp float) 0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) 0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) 0:43 'ps' ( temp float) 0:44 move second child to first child ( temp float) 0:44 direct index ( temp float ClipDistance) 0:44 gl_ClipDistance: direct index for structure ( out unsized 3-element array of float ClipDistance) 0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) 0:44 'cd' ( temp float) 0:107 Function Definition: devi( ( global void) 0:107 Function Parameters: 0:109 Sequence 0:109 'gl_DeviceIndex' ( in int DeviceIndex) 0:110 'gl_ViewIndex' ( in int ViewIndex) 0:121 Function Definition: devie( ( global void) 0:121 Function Parameters: 0:123 Sequence 0:123 'gl_DeviceIndex' ( in int DeviceIndex) 0:124 'gl_ViewIndex' ( in int ViewIndex) 0:? Linker Objects 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'patchOut' ( patch out 4-component vector of float) 0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:? 'badp1' ( smooth patch in 4-component vector of float) 0:? 'badp2' ( flat patch in 4-component vector of float) 0:? 'badp3' ( noperspective patch in 4-component vector of float) 0:? 'badp4' ( patch sample in 3-component vector of float) 0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'ina' ( in 2-component vector of float) 0:? 'inb' ( in 32-element array of 2-component vector of float) 0:? 'inc' ( in 32-element array of 2-component vector of float) 0:? 'ind' ( in 32-element array of 2-component vector of float) 0:? 'bla' ( in block{ in int f}) 0:? 'blb' ( in 32-element array of block{ in int f}) 0:? 'blc' ( in 32-element array of block{ in int f}) 0:? 'bld' ( in 32-element array of block{ in int f}) 0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float) 0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float) 0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float) 0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float) 0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float) 0:? 'pinbi' ( patch in block{ in int a}) 410.tesc ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier ERROR: 1 compilation errors. No code generated. Shader version: 400 vertices = -1 ERROR: node is still EOpNull! 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:? Linker Objects 0:? 'gl_out' ( out unsized 1-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'outa' ( global 1-element array of int) 0:? 'patchOut' ( patch out 4-component vector of float) 420.tesc ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb ERROR: 0:26: 'gl_PointSize' : no such field in structure ERROR: 0:26: 'assign' : cannot convert from ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}' ERROR: 0:29: 'out' : type must be an array: outf ERROR: 0:43: 'vertices' : must be greater than 0 ERROR: 7 compilation errors. No code generated. Shader version: 420 Requested GL_ARB_separate_shader_objects vertices = 4 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 'p' ( temp 4-component vector of float) 0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'ps' ( temp float) 0:18 gl_PointSize: direct index for structure ( in float PointSize) 0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'cd' ( temp float) 0:19 direct index ( temp float ClipDistance) 0:19 gl_ClipDistance: direct index for structure ( in unsized 3-element array of float ClipDistance) 0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 3-element array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'pvi' ( temp int) 0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence 0:22 move second child to first child ( temp int) 0:22 'pid' ( temp int) 0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'iid' ( temp int) 0:23 'gl_InvocationID' ( in int InvocationID) 0:25 move second child to first child ( temp 4-component vector of float) 0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) 0:25 'p' ( temp 4-component vector of float) 0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_InvocationID' ( in int InvocationID) 0:34 Function Definition: foo( ( global void) 0:34 Function Parameters: 0:36 Sequence 0:36 Test condition and select ( temp void) 0:36 Condition 0:36 logical-or ( temp bool) 0:36 Compare Not Equal ( temp bool) 0:36 Constant: 0:36 -0.625000 0:36 -0.500000 0:36 -0.375000 0:36 -0.250000 0:36 -0.375000 0:36 -0.250000 0:36 -0.125000 0:36 0.000000 0:36 direct index (layout( location=0) temp 2X4 matrix of double) 0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:36 Constant: 0:36 0 (const int) 0:37 Compare Not Equal ( temp bool) 0:37 Constant: 0:37 0.375000 0:37 0.500000 0:37 0.625000 0:37 0.750000 0:37 0.625000 0:37 0.750000 0:37 0.875000 0:37 -0.625000 0:37 direct index (layout( location=12) temp 2X4 matrix of double) 0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) 0:37 Constant: 0:37 0 (const int) 0:36 true case is null 0:? Linker Objects 0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:? 'a' ( out 3-element array of int) 0:? 'outb' ( out 5-element array of int) 0:? 'outc' ( out 4-element array of int) 0:? 'outf' ( out float) 0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) 420.tese ERROR: 0:7: '=' : cannot convert from ' const 3-element array of float' to ' global 2-element array of float' ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): temp 2-component vector of float ERROR: 0:9: 'initializer list' : wrong number of matrix columns: temp 3X3 matrix of float ERROR: 0:10: 'initializer list' : wrong number of matrix columns: temp 2X2 matrix of float ERROR: 0:25: 'initializer list' : wrong number of structure members ERROR: 0:27: '=' : cannot convert from ' const bool' to ' global int' ERROR: 0:28: 'constructor' : cannot convert parameter 2 from ' const float' to ' temp 4-component vector of float' ERROR: 0:29: 'constructor' : cannot convert parameter 2 from ' const 2X2 matrix of float' to ' const 4-component vector of float' ERROR: 0:29: ' const 2-element array of 4-component vector of float' : cannot construct with these arguments ERROR: 0:29: '=' : cannot convert from ' const float' to ' global 2-element array of 4-component vector of float' ERROR: 0:30: 'initializer list' : wrong number of matrix columns: temp 4X2 matrix of float ERROR: 0:40: 'constructor' : cannot convert parameter 1 from ' const structure{ global 4-component vector of float a, global 4-component vector of float b}' to ' temp structure{ global float s, global float t}' ERROR: 0:70: 'initializer list' : wrong number of structure members ERROR: 13 compilation errors. No code generated. Shader version: 420 input primitive = none vertex spacing = none triangle order = none ERROR: node is still EOpNull! 0:4 Sequence 0:4 move second child to first child ( temp 2X2 matrix of float) 0:4 'b' ( global 2X2 matrix of float) 0:4 Constant: 0:4 1.000000 0:4 0.000000 0:4 0.000000 0:4 1.000000 0:15 Sequence 0:15 move second child to first child ( temp structure{ global float a, global int b}) 0:15 'e' ( global structure{ global float a, global int b}) 0:15 Constant: 0:15 1.200000 0:15 2 (const int) 0:20 Sequence 0:20 move second child to first child ( temp structure{ global float a, global int b}) 0:20 'e2' ( global structure{ global float a, global int b}) 0:20 Constant: 0:20 1.000000 0:20 3 (const int) 0:42 Sequence 0:42 move second child to first child ( temp 5-element array of float) 0:42 'b5' ( global 5-element array of float) 0:42 Constant: 0:42 3.400000 0:42 4.200000 0:42 5.000000 0:42 5.200000 0:42 1.100000 0:55 Sequence 0:55 move second child to first child ( temp structure{ global int f}) 0:55 'single1' ( global structure{ global int f}) 0:55 Constant: 0:55 10 (const int) 0:58 Sequence 0:58 move second child to first child ( temp structure{ global 2-component vector of uint v}) 0:58 'single2' ( global structure{ global 2-component vector of uint v}) 0:58 Constant: 0:58 1 (const uint) 0:58 2 (const uint) 0:61 Sequence 0:61 move second child to first child ( temp structure{ global structure{ global int f} s1}) 0:61 'single3' ( global structure{ global structure{ global int f} s1}) 0:61 Constant: 0:61 3 (const int) 0:64 Sequence 0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 Constant: 0:64 4 (const uint) 0:64 5 (const uint) 0:79 Sequence 0:79 move second child to first child ( temp 3-component vector of float) 0:79 'av3' ( global 3-component vector of float) 0:79 Construct vec3 ( global 3-component vector of float) 0:79 'vc1' ( global float) 0:79 'vc2' ( global float) 0:79 'vc3' ( global float) 0:80 Sequence 0:80 move second child to first child ( temp 3-component vector of float) 0:80 'bv3' ( global 3-component vector of float) 0:80 Construct vec3 ( temp 3-component vector of float) 0:80 'vc1' ( global float) 0:80 'vc2' ( global float) 0:80 'vc3' ( global float) 0:82 Function Definition: main( ( global void) 0:82 Function Parameters: 0:84 Sequence 0:84 MemoryBarrier ( global void) 0:86 Test condition and select ( temp void) 0:86 Condition 0:86 Compare Equal ( temp bool) 0:86 Constant: 0:86 1 (const uint) 0:86 2 (const uint) 0:86 3.000000 0:86 4.000000 0:86 0.000000 0:86 0.000000 0:86 0.000000 0:86 4.000000 0:86 0.000000 0:86 5.000000 0:86 6.000000 0:86 0.000000 0:86 0.000000 0:86 0.000000 0:86 6.000000 0:86 0.000000 0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:86 true case is null 0:88 Test condition and select ( temp void) 0:88 Condition 0:88 Constant: 0:88 true (const bool) 0:88 true case is null 0:? Linker Objects 0:? 'a' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 0:? 'b' ( global 2X2 matrix of float) 0:? 'c' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 0:? 'a2' ( global 2-element array of float) 0:? 'b2' ( global 2-component vector of float) 0:? 'c2' ( global 3X3 matrix of float) 0:? 'd' ( global 2X2 matrix of float) 0:? 'e' ( global structure{ global float a, global int b}) 0:? 'e2' ( global structure{ global float a, global int b}) 0:? 'e3' ( global structure{ global float a, global int b}) 0:? 'a3' ( global int) 0:? 'b3' ( global 2-element array of 4-component vector of float) 0:? 'b4' ( global 2-element array of 4-component vector of float) 0:? 'c3' ( global 4X2 matrix of float) 0:? 'd2' ( global unsized 1-element array of structure{ global float s, global float t}) 0:? 'b5' ( global 5-element array of float) 0:? 'single1' ( global structure{ global int f}) 0:? 'single2' ( global structure{ global 2-component vector of uint v}) 0:? 'single3' ( global structure{ global structure{ global int f} s1}) 0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 0.000000 0:? 5.000000 0:? 6.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 6.000000 0:? 0.000000 0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 0.000000 0:? 5.000000 0:? 6.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 6.000000 0:? 0.000000 0:? 'vc1' ( global float) 0:? 'vc2' ( global float) 0:? 'vc3' ( global float) 0:? 'av3' ( global 3-component vector of float) 0:? 'bv3' ( global 3-component vector of float) Linked tessellation control stage: ERROR: Linking tessellation control stage: can't handle multiple entry points per stage ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: can't handle multiple entry points per stage ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Types must match: outa: " global 4-element array of int" versus " global 1-element array of int" ERROR: Linking tessellation control stage: can't handle multiple entry points per stage ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: foo( ERROR: Linking tessellation control stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation control stage: Types must match: gl_out: " out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out unsized 2-element array of float ClipDistance gl_ClipDistance}" versus " out 3-element array of block{ out 4-component vector of float Position gl_Position}" Linked tessellation evaluation stage: ERROR: Linking tessellation evaluation stage: can't handle multiple entry points per stage ERROR: Linking tessellation evaluation stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation evaluation stage: can't handle multiple entry points per stage ERROR: Linking tessellation evaluation stage: Contradictory input vertex spacing ERROR: Linking tessellation evaluation stage: Contradictory triangle ordering ERROR: Linking tessellation evaluation stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( ERROR: Linking tessellation evaluation stage: Multiple function bodies in multiple compilation units for the same signature in the same stage: main( Shader version: 420 Requested GL_ARB_separate_shader_objects Requested GL_ARB_tessellation_shader Requested GL_EXT_device_group Requested GL_EXT_multiview vertices = 4 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Barrier ( global void) 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'a' ( temp int) 0:14 Constant: 0:14 5392 (const int) 0:20 Sequence 0:20 move second child to first child ( temp 4-component vector of float) 0:20 'p' ( temp 4-component vector of float) 0:20 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:20 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:20 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:20 Constant: 0:20 1 (const int) 0:20 Constant: 0:20 0 (const int) 0:21 Sequence 0:21 move second child to first child ( temp float) 0:21 'ps' ( temp float) 0:21 gl_PointSize: direct index for structure ( in float PointSize) 0:21 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:21 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:22 Sequence 0:22 move second child to first child ( temp float) 0:22 'cd' ( temp float) 0:22 direct index ( temp float ClipDistance) 0:22 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) 0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 2 (const int) 0:22 Constant: 0:22 2 (const int) 0:24 Sequence 0:24 move second child to first child ( temp int) 0:24 'pvi' ( temp int) 0:24 'gl_PatchVerticesIn' ( in int PatchVertices) 0:25 Sequence 0:25 move second child to first child ( temp int) 0:25 'pid' ( temp int) 0:25 'gl_PrimitiveID' ( in int PrimitiveID) 0:26 Sequence 0:26 move second child to first child ( temp int) 0:26 'iid' ( temp int) 0:26 'gl_InvocationID' ( in int InvocationID) 0:28 move second child to first child ( temp 4-component vector of float) 0:28 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:28 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:28 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:28 'gl_InvocationID' ( in int InvocationID) 0:28 Constant: 0:28 0 (const int) 0:28 'p' ( temp 4-component vector of float) 0:29 move second child to first child ( temp float) 0:29 gl_PointSize: direct index for structure ( out float PointSize) 0:29 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:29 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:29 'gl_InvocationID' ( in int InvocationID) 0:29 Constant: 0:29 1 (const int) 0:29 'ps' ( temp float) 0:30 move second child to first child ( temp float) 0:30 direct index ( temp float ClipDistance) 0:30 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance) 0:30 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:30 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:30 'gl_InvocationID' ( in int InvocationID) 0:30 Constant: 0:30 2 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 'cd' ( temp float) 0:32 move second child to first child ( temp float) 0:32 direct index ( patch temp float TessLevelOuter) 0:32 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:32 Constant: 0:32 3 (const int) 0:32 Constant: 0:32 3.200000 0:33 move second child to first child ( temp float) 0:33 direct index ( patch temp float TessLevelInner) 0:33 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1.300000 0:13 Function Definition: main( ( global void) 0:13 Function Parameters: 0:15 Sequence 0:15 Barrier ( global void) 0:17 Sequence 0:17 move second child to first child ( temp int) 0:17 'a' ( temp int) 0:17 Constant: 0:17 5392 (const int) 0:23 Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:23 'p' ( temp 4-component vector of float) 0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 0 (const int) 0:24 Sequence 0:24 move second child to first child ( temp float) 0:24 'ps' ( temp float) 0:24 gl_PointSize: direct index for structure ( in float PointSize) 0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 1 (const int) 0:25 Sequence 0:25 move second child to first child ( temp float) 0:25 'cd' ( temp float) 0:25 direct index ( temp float ClipDistance) 0:25 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) 0:25 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:25 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 2 (const int) 0:25 Constant: 0:25 2 (const int) 0:27 Sequence 0:27 move second child to first child ( temp int) 0:27 'pvi' ( temp int) 0:27 'gl_PatchVerticesIn' ( in int PatchVertices) 0:28 Sequence 0:28 move second child to first child ( temp int) 0:28 'pid' ( temp int) 0:28 'gl_PrimitiveID' ( in int PrimitiveID) 0:29 Sequence 0:29 move second child to first child ( temp int) 0:29 'iid' ( temp int) 0:29 'gl_InvocationID' ( in int InvocationID) 0:31 move second child to first child ( temp 4-component vector of float) 0:31 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:31 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:31 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:31 'gl_InvocationID' ( in int InvocationID) 0:31 Constant: 0:31 0 (const int) 0:31 'p' ( temp 4-component vector of float) 0:32 move second child to first child ( temp float) 0:32 gl_PointSize: direct index for structure ( out float PointSize) 0:32 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:32 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:32 'gl_InvocationID' ( in int InvocationID) 0:32 Constant: 0:32 1 (const int) 0:32 'ps' ( temp float) 0:33 move second child to first child ( temp float) 0:33 direct index ( temp float ClipDistance) 0:33 gl_ClipDistance: direct index for structure ( out 2-element array of float ClipDistance) 0:33 indirect index ( temp block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:33 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:33 'gl_InvocationID' ( in int InvocationID) 0:33 Constant: 0:33 2 (const int) 0:33 Constant: 0:33 1 (const int) 0:33 'cd' ( temp float) 0:35 move second child to first child ( temp float) 0:35 direct index ( patch temp float TessLevelOuter) 0:35 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:35 Constant: 0:35 3 (const int) 0:35 Constant: 0:35 3.200000 0:36 move second child to first child ( temp float) 0:36 direct index ( patch temp float TessLevelInner) 0:36 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 1.300000 0:38 Test condition and select ( temp void) 0:38 Condition 0:38 Compare Greater Than ( temp bool) 0:38 'a' ( temp int) 0:38 Constant: 0:38 10 (const int) 0:38 true case 0:39 Barrier ( global void) 0:38 false case 0:41 Barrier ( global void) 0:43 Barrier ( global void) 0:47 Loop with condition not tested first 0:47 Loop Condition 0:47 Compare Greater Than ( temp bool) 0:47 'a' ( temp int) 0:47 Constant: 0:47 10 (const int) 0:47 Loop Body 0:46 Sequence 0:46 Barrier ( global void) 0:49 switch 0:49 condition 0:49 'a' ( temp int) 0:49 body 0:49 Sequence 0:50 default: 0:? Sequence 0:51 Barrier ( global void) 0:52 Branch: Break 0:54 Test condition and select ( temp int) 0:54 Condition 0:54 Compare Less Than ( temp bool) 0:54 'a' ( temp int) 0:54 Constant: 0:54 12 (const int) 0:54 true case 0:54 'a' ( temp int) 0:54 false case 0:54 Comma ( temp int) 0:54 Barrier ( global void) 0:54 'a' ( temp int) 0:56 Sequence 0:56 Barrier ( global void) 0:59 Branch: Return 0:61 Barrier ( global void) 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 'p' ( temp 4-component vector of float) 0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'ps' ( temp float) 0:18 gl_PointSize: direct index for structure ( in float PointSize) 0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'cd' ( temp float) 0:19 direct index ( temp float ClipDistance) 0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) 0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'pvi' ( temp int) 0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence 0:22 move second child to first child ( temp int) 0:22 'pid' ( temp int) 0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'iid' ( temp int) 0:23 'gl_InvocationID' ( in int InvocationID) 0:25 move second child to first child ( temp 4-component vector of float) 0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) 0:25 'p' ( temp 4-component vector of float) 0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_InvocationID' ( in int InvocationID) 0:? Linker Objects 0:? 'gl_out' ( out 4-element array of block{ out 4-component vector of float Position gl_Position, out float PointSize gl_PointSize, out 2-element array of float ClipDistance gl_ClipDistance}) 0:? 'outa' ( global 4-element array of int) 0:? 'patchOut' ( patch out 4-component vector of float) 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'ina' ( in 2-component vector of float) 0:? 'inb' ( in 32-element array of 2-component vector of float) 0:? 'inc' ( in 32-element array of 2-component vector of float) 0:? 'ind' ( in 32-element array of 2-component vector of float) 0:? 'ivla' (layout( location=3) in 32-element array of 4-component vector of float) 0:? 'ivlb' (layout( location=4) in 32-element array of 4-component vector of float) 0:? 'ivlc' (layout( location=4) in 32-element array of 4-component vector of float) 0:? 'ovla' (layout( location=3) out 4-element array of 4-component vector of float) 0:? 'ovlb' (layout( location=4) out 4-element array of 4-component vector of float) 0:? 'ovlc' (layout( location=4) out 4-element array of 4-component vector of float) 0:? 'pv3' ( noContraction temp 3-component vector of float) 0:? 'pinbi' ( patch out block{ out int a}) 0:? 'badOrder' ( invariant noContraction out 4-element array of 4-component vector of float) 0:? 'a' ( out 3-element array of int) 0:? 'outb' ( out 5-element array of int) 0:? 'outc' ( out 4-element array of int) 0:? 'outf' ( out float) 0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) Shader version: 420 Requested GL_ARB_separate_shader_objects Requested GL_ARB_tessellation_shader Requested GL_EXT_device_group Requested GL_EXT_multiview input primitive = quads vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Constant: 0:12 0.000000 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'a' ( temp int) 0:14 Constant: 0:14 1512 (const int) 0:22 Sequence 0:22 move second child to first child ( temp 4-component vector of float) 0:22 'p' ( temp 4-component vector of float) 0:22 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:22 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:22 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 0 (const int) 0:23 Sequence 0:23 move second child to first child ( temp float) 0:23 'ps' ( temp float) 0:23 gl_PointSize: direct index for structure ( in float PointSize) 0:23 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 1 (const int) 0:24 Sequence 0:24 move second child to first child ( temp float) 0:24 'cd' ( temp float) 0:24 direct index ( temp float ClipDistance) 0:24 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) 0:24 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:24 Constant: 0:24 1 (const int) 0:24 Constant: 0:24 2 (const int) 0:24 Constant: 0:24 2 (const int) 0:26 Sequence 0:26 move second child to first child ( temp int) 0:26 'pvi' ( temp int) 0:26 'gl_PatchVerticesIn' ( in int PatchVertices) 0:27 Sequence 0:27 move second child to first child ( temp int) 0:27 'pid' ( temp int) 0:27 'gl_PrimitiveID' ( in int PrimitiveID) 0:28 Sequence 0:28 move second child to first child ( temp 3-component vector of float) 0:28 'tc' ( temp 3-component vector of float) 0:28 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:29 Sequence 0:29 move second child to first child ( temp float) 0:29 'tlo' ( temp float) 0:29 direct index ( patch temp float TessLevelOuter) 0:29 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:29 Constant: 0:29 3 (const int) 0:30 Sequence 0:30 move second child to first child ( temp float) 0:30 'tli' ( temp float) 0:30 direct index ( patch temp float TessLevelInner) 0:30 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:30 Constant: 0:30 1 (const int) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:32 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:32 Constant: 0:32 0 (const uint) 0:32 'p' ( temp 4-component vector of float) 0:33 move second child to first child ( temp float) 0:33 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) 0:33 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:33 Constant: 0:33 1 (const uint) 0:33 'ps' ( temp float) 0:34 move second child to first child ( temp float) 0:34 direct index ( temp float ClipDistance) 0:34 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance) 0:34 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 2 (const uint) 0:34 Constant: 0:34 2 (const int) 0:34 'cd' ( temp float) 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 int) 0:24 'a' ( temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 4-component vector of float) 0:32 'p' ( temp 4-component vector of float) 0:32 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:32 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:32 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 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 float) 0:33 'ps' ( temp float) 0:33 gl_PointSize: direct index for structure ( in float PointSize) 0:33 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:33 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 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 float) 0:34 'cd' ( temp float) 0:34 direct index ( temp float ClipDistance) 0:34 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) 0:34 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:34 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 2 (const int) 0:34 Constant: 0:34 2 (const int) 0:36 Sequence 0:36 move second child to first child ( temp int) 0:36 'pvi' ( temp int) 0:36 'gl_PatchVerticesIn' ( in int PatchVertices) 0:37 Sequence 0:37 move second child to first child ( temp int) 0:37 'pid' ( temp int) 0:37 'gl_PrimitiveID' ( in int PrimitiveID) 0:38 Sequence 0:38 move second child to first child ( temp 3-component vector of float) 0:38 'tc' ( temp 3-component vector of float) 0:38 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:39 Sequence 0:39 move second child to first child ( temp float) 0:39 'tlo' ( temp float) 0:39 direct index ( patch temp float TessLevelOuter) 0:39 'gl_TessLevelOuter' ( patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence 0:40 move second child to first child ( temp float) 0:40 'tli' ( temp float) 0:40 direct index ( patch temp float TessLevelInner) 0:40 'gl_TessLevelInner' ( patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) 0:42 move second child to first child ( temp 4-component vector of float) 0:42 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:42 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) 0:42 'p' ( temp 4-component vector of float) 0:43 move second child to first child ( temp float) 0:43 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) 0:43 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) 0:43 'ps' ( temp float) 0:44 move second child to first child ( temp float) 0:44 direct index ( temp float ClipDistance) 0:44 gl_ClipDistance: direct index for structure ( out 3-element array of float ClipDistance) 0:44 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) 0:44 'cd' ( temp float) 0:4 Sequence 0:4 move second child to first child ( temp 2X2 matrix of float) 0:4 'b' ( global 2X2 matrix of float) 0:4 Constant: 0:4 1.000000 0:4 0.000000 0:4 0.000000 0:4 1.000000 0:15 Sequence 0:15 move second child to first child ( temp structure{ global float a, global int b}) 0:15 'e' ( global structure{ global float a, global int b}) 0:15 Constant: 0:15 1.200000 0:15 2 (const int) 0:20 Sequence 0:20 move second child to first child ( temp structure{ global float a, global int b}) 0:20 'e2' ( global structure{ global float a, global int b}) 0:20 Constant: 0:20 1.000000 0:20 3 (const int) 0:42 Sequence 0:42 move second child to first child ( temp 5-element array of float) 0:42 'b5' ( global 5-element array of float) 0:42 Constant: 0:42 3.400000 0:42 4.200000 0:42 5.000000 0:42 5.200000 0:42 1.100000 0:55 Sequence 0:55 move second child to first child ( temp structure{ global int f}) 0:55 'single1' ( global structure{ global int f}) 0:55 Constant: 0:55 10 (const int) 0:58 Sequence 0:58 move second child to first child ( temp structure{ global 2-component vector of uint v}) 0:58 'single2' ( global structure{ global 2-component vector of uint v}) 0:58 Constant: 0:58 1 (const uint) 0:58 2 (const uint) 0:61 Sequence 0:61 move second child to first child ( temp structure{ global structure{ global int f} s1}) 0:61 'single3' ( global structure{ global structure{ global int f} s1}) 0:61 Constant: 0:61 3 (const int) 0:64 Sequence 0:64 move second child to first child ( temp structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:64 Constant: 0:64 4 (const uint) 0:64 5 (const uint) 0:79 Sequence 0:79 move second child to first child ( temp 3-component vector of float) 0:79 'av3' ( global 3-component vector of float) 0:79 Construct vec3 ( global 3-component vector of float) 0:79 'vc1' ( global float) 0:79 'vc2' ( global float) 0:79 'vc3' ( global float) 0:80 Sequence 0:80 move second child to first child ( temp 3-component vector of float) 0:80 'bv3' ( global 3-component vector of float) 0:80 Construct vec3 ( temp 3-component vector of float) 0:80 'vc1' ( global float) 0:80 'vc2' ( global float) 0:80 'vc3' ( global float) 0:82 Function Definition: main( ( global void) 0:82 Function Parameters: 0:84 Sequence 0:84 MemoryBarrier ( global void) 0:86 Test condition and select ( temp void) 0:86 Condition 0:86 Compare Equal ( temp bool) 0:86 Constant: 0:86 1 (const uint) 0:86 2 (const uint) 0:86 3.000000 0:86 4.000000 0:86 0.000000 0:86 0.000000 0:86 0.000000 0:86 4.000000 0:86 0.000000 0:86 5.000000 0:86 6.000000 0:86 0.000000 0:86 0.000000 0:86 0.000000 0:86 6.000000 0:86 0.000000 0:86 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:86 true case is null 0:88 Test condition and select ( temp void) 0:88 Condition 0:88 Constant: 0:88 true (const bool) 0:88 true case is null 0:? Linker Objects 0:? 'patchIn' ( patch in 4-component vector of float) 0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:? 'patchOut' ( patch out 4-component vector of float) 0:? 'badp1' ( smooth patch in 4-component vector of float) 0:? 'badp2' ( flat patch in 4-component vector of float) 0:? 'badp3' ( noperspective patch in 4-component vector of float) 0:? 'badp4' ( patch sample in 3-component vector of float) 0:? 'gl_in' ( in 32-element array of block{ in 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'ina' ( in 2-component vector of float) 0:? 'inb' ( in 32-element array of 2-component vector of float) 0:? 'inc' ( in 32-element array of 2-component vector of float) 0:? 'ind' ( in 32-element array of 2-component vector of float) 0:? 'bla' ( in block{ in int f}) 0:? 'blb' ( in 32-element array of block{ in int f}) 0:? 'blc' ( in 32-element array of block{ in int f}) 0:? 'bld' ( in 32-element array of block{ in int f}) 0:? 'ivla' (layout( location=23) in 32-element array of 4-component vector of float) 0:? 'ivlb' (layout( location=24) in 32-element array of 4-component vector of float) 0:? 'ivlc' (layout( location=24) in 32-element array of 4-component vector of float) 0:? 'ovla' (layout( location=23) out 2-element array of 4-component vector of float) 0:? 'ovlb' (layout( location=24) out 2-element array of 4-component vector of float) 0:? 'pinbi' ( patch in block{ in int a}) 0:? 'a' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 0:? 'b' ( global 2X2 matrix of float) 0:? 'c' ( const 2X2 matrix of float) 0:? 1.000000 0:? 0.000000 0:? 0.000000 0:? 1.000000 0:? 'a2' ( global 2-element array of float) 0:? 'b2' ( global 2-component vector of float) 0:? 'c2' ( global 3X3 matrix of float) 0:? 'd' ( global 2X2 matrix of float) 0:? 'e' ( global structure{ global float a, global int b}) 0:? 'e2' ( global structure{ global float a, global int b}) 0:? 'e3' ( global structure{ global float a, global int b}) 0:? 'a3' ( global int) 0:? 'b3' ( global 2-element array of 4-component vector of float) 0:? 'b4' ( global 2-element array of 4-component vector of float) 0:? 'c3' ( global 4X2 matrix of float) 0:? 'd2' ( global 1-element array of structure{ global float s, global float t}) 0:? 'b5' ( global 5-element array of float) 0:? 'single1' ( global structure{ global int f}) 0:? 'single2' ( global structure{ global 2-component vector of uint v}) 0:? 'single3' ( global structure{ global structure{ global int f} s1}) 0:? 'single4' ( global structure{ global structure{ global 2-component vector of uint v} s1}) 0:? 'constructed' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 0.000000 0:? 5.000000 0:? 6.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 6.000000 0:? 0.000000 0:? 'curlybad1' ( temp structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 'curlyInit' ( const structure{ global 2-component vector of uint uv2, global 2-element array of structure{ global float f, global 2X3 matrix of float m23} s}) 0:? 1 (const uint) 0:? 2 (const uint) 0:? 3.000000 0:? 4.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 4.000000 0:? 0.000000 0:? 5.000000 0:? 6.000000 0:? 0.000000 0:? 0.000000 0:? 0.000000 0:? 6.000000 0:? 0.000000 0:? 'vc1' ( global float) 0:? 'vc2' ( global float) 0:? 'vc3' ( global float) 0:? 'av3' ( global 3-component vector of float) 0:? 'bv3' ( global 3-component vector of float)