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path: root/chromium/third_party/glslang/src/Test/baseResults/440.vert.out
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440.vert
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
ERROR: 0:26: 'location' : overlapping use of location 2
ERROR: 0:31: 'location' : overlapping use of location 15
ERROR: 0:32: 'location' : overlapping use of location 10
ERROR: 0:37: 'location' : overlapping use of location 20
ERROR: 0:39: 'component' : type overflows the available 4 components 
ERROR: 0:40: 'component' : type overflows the available 4 components 
ERROR: 0:42: 'component' : cannot apply to a matrix, structure, or block 
ERROR: 0:43: 'component' : cannot apply to a matrix, structure, or block 
ERROR: 0:44: 'component' : cannot apply to a matrix, structure, or block 
ERROR: 0:46: 'component' : must specify 'location' to use 'component' 
ERROR: 0:52: 'location' : overlapping use of location 40
ERROR: 0:54: 'component' : type overflows the available 4 components 
ERROR: 0:55: 'component' : type overflows the available 4 components 
ERROR: 0:57: 'component' : cannot apply to a matrix, structure, or block 
ERROR: 0:58: 'component' : cannot apply to a matrix, structure, or block 
ERROR: 0:61: 'location/component/index' : cannot declare a default, use a full declaration 
ERROR: 0:81: 'xfb layout qualifier' : can only be used on an output 
ERROR: 0:87: 'xfb_offset' : cannot declare a default, use a full declaration 
ERROR: 0:97: 'xfb_buffer' : member cannot contradict block (or what block inherited from global) 
ERROR: 0:102: 'xfb_buffer' : member cannot contradict block (or what block inherited from global) 
ERROR: 0:102: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3
ERROR: 0:103: 'xfb_offset' : overlapping offsets at offset 0 in buffer 2
ERROR: 0:105: 'xfb_offset' : overlapping offsets at offset 24 in buffer 2
ERROR: 0:108: 'xfb_stride' : all stride settings must match for xfb buffer 15
ERROR: 0:112: 'xfb_offset' : overlapping offsets at offset 4 in buffer 1
ERROR: 0:114: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:115: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:119: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:117: 'xfb_stride' : all stride settings must match for xfb buffer 3
ERROR: 0:138: 'xfb_offset' : overlapping offsets at offset 64 in buffer 0
ERROR: 0:143: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:144: 'xfb_offset' : must be a multiple of size of first component 
ERROR: 0:145: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8 
ERROR: 0:147: 'xfb_offset' : must be a multiple of size of first component 
ERROR: 0:148: 'xfb_offset' : type contains double; xfb_offset must be a multiple of 8 
ERROR: 0:152: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:155: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:155: 'xfb_stride' : 1/4 stride is too large: gl_MaxTransformFeedbackInterleavedComponents is 64
ERROR: 0:157: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4
ERROR: 0:165: 'gl_BaseVertexARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:165: 'gl_BaseInstanceARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:165: 'gl_DrawIDARB' : required extension not requested: GL_ARB_shader_draw_parameters
ERROR: 0:173: 'assign' :  l-value required "gl_BaseVertexARB" (can't modify shader input)
ERROR: 0:174: 'assign' :  l-value required "gl_BaseInstanceARB" (can't modify shader input)
ERROR: 0:175: 'assign' :  l-value required "gl_DrawIDARB" (can't modify shader input)
ERROR: 0:176: 'glBaseInstanceARB' : undeclared identifier 
ERROR: 49 compilation errors.  No code generated.


Shader version: 440
Requested GL_ARB_shader_draw_parameters
in xfb mode
ERROR: node is still EOpNull!
0:163  Function Definition: drawParamsBad( (global int)
0:163    Function Parameters: 
0:165    Sequence
0:165      Branch: Return with expression
0:165        add (temp int)
0:165          add (temp int)
0:165            'gl_BaseVertexARB' (in int BaseVertex)
0:165            'gl_BaseInstanceARB' (in int BaseInstance)
0:165          'gl_DrawIDARB' (in int DrawId)
0:170  Function Definition: drawParams( (global int)
0:170    Function Parameters: 
0:172    Sequence
0:172      Branch: Return with expression
0:172        add (temp int)
0:172          add (temp int)
0:172            'gl_BaseVertexARB' (in int BaseVertex)
0:172            'gl_BaseInstanceARB' (in int BaseInstance)
0:172          'gl_DrawIDARB' (in int DrawId)
0:173      move second child to first child (temp int)
0:173        'gl_BaseVertexARB' (in int BaseVertex)
0:173        Constant:
0:173          3 (const int)
0:174      move second child to first child (temp int)
0:174        'gl_BaseInstanceARB' (in int BaseInstance)
0:174        Constant:
0:174          3 (const int)
0:175      move second child to first child (temp int)
0:175        'gl_DrawIDARB' (in int DrawId)
0:175        Constant:
0:175          3 (const int)
0:176      'glBaseInstanceARB' (temp float)
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{global int a})
0:?     'bb' (layout(location=34 component=1 ) out block{out int a})
0:?     'bc' (layout(location=4095 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{global 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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global 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 VertexId)
0:?     'gl_InstanceID' (gl_InstanceId int InstanceId)


Linked vertex stage:

ERROR: Linking vertex stage: Missing entry point: Each stage requires one "void main()" entry point
ERROR: Linking vertex stage: xfb_stride is too small to hold all buffer entries:
ERROR:     xfb_buffer 0, xfb_stride 92, minimum stride needed: 96
ERROR: Linking vertex stage: xfb_stride must be multiple of 8 for buffer holding a double:
ERROR:     xfb_buffer 0, xfb_stride 92
ERROR: Linking vertex stage: xfb_stride must be multiple of 4:
ERROR:     xfb_buffer 5, xfb_stride 6
ERROR: Linking vertex stage: xfb_stride is too large:
ERROR:     xfb_buffer 7, components (1/4 stride) needed are 66, gl_MaxTransformFeedbackInterleavedComponents is 64

Shader version: 440
Requested GL_ARB_shader_draw_parameters
in xfb mode
ERROR: node is still EOpNull!
0:163  Function Definition: drawParamsBad( (global int)
0:163    Function Parameters: 
0:165    Sequence
0:165      Branch: Return with expression
0:165        add (temp int)
0:165          add (temp int)
0:165            'gl_BaseVertexARB' (in int BaseVertex)
0:165            'gl_BaseInstanceARB' (in int BaseInstance)
0:165          'gl_DrawIDARB' (in int DrawId)
0:170  Function Definition: drawParams( (global int)
0:170    Function Parameters: 
0:172    Sequence
0:172      Branch: Return with expression
0:172        add (temp int)
0:172          add (temp int)
0:172            'gl_BaseVertexARB' (in int BaseVertex)
0:172            'gl_BaseInstanceARB' (in int BaseInstance)
0:172          'gl_DrawIDARB' (in int DrawId)
0:173      move second child to first child (temp int)
0:173        'gl_BaseVertexARB' (in int BaseVertex)
0:173        Constant:
0:173          3 (const int)
0:174      move second child to first child (temp int)
0:174        'gl_BaseInstanceARB' (in int BaseInstance)
0:174        Constant:
0:174          3 (const int)
0:175      move second child to first child (temp int)
0:175        'gl_DrawIDARB' (in int DrawId)
0:175        Constant:
0:175          3 (const int)
0:176      'glBaseInstanceARB' (temp float)
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{global int a})
0:?     'bb' (layout(location=34 component=1 ) out block{out int a})
0:?     'bc' (layout(location=4095 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{global 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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global bool b, global structure{global int i, global double d, global float f} s, global 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{global 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 VertexId)
0:?     'gl_InstanceID' (gl_InstanceId int InstanceId)