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) Linked tessellation control stage: 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 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:? 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:? '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)