400.tesc\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) \r
ERROR: 0:39: 'vertices' : can only apply to 'out' \r
ERROR: 0:40: 'vertices' : cannot change previously set layout value \r
ERROR: 0:44: '[' : array index out of range '4'\r
-ERROR: 7 compilation errors. No code generated.\r
+ERROR: 0:47: 'in' : type must be an array: ina\r
+ERROR: 0:49: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized \r
+ERROR: 0:56: 'location' : overlapping use of location 4\r
+ERROR: 0:60: 'location' : overlapping use of location 4\r
+ERROR: 11 compilation errors. No code generated.\r
\r
\r
+Shader version: 400\r
+Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
0:13 Function Definition: main( (void)\r
0:23 Sequence\r
0:23 move second child to first child (4-component vector of float)\r
0:23 'p' (4-component vector of float)\r
-0:23 gl_Position: direct index for structure (4-component vector of float)\r
-0:23 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:23 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:23 gl_Position: direct index for structure (in 4-component vector of float)\r
+0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:23 Constant:\r
0:23 1 (const int)\r
0:23 Constant:\r
0:24 Sequence\r
0:24 move second child to first child (float)\r
0:24 'ps' (float)\r
-0:24 gl_PointSize: direct index for structure (float)\r
-0:24 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:24 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:24 gl_PointSize: direct index for structure (in float)\r
+0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:24 Constant:\r
0:24 1 (const int)\r
0:24 Constant:\r
0:25 move second child to first child (float)\r
0:25 'cd' (float)\r
0:25 direct index (float)\r
-0:25 gl_ClipDistance: direct index for structure (unsized array of float)\r
-0:25 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:25 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:25 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
+0:25 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:25 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:29 'iid' (int)\r
0:29 'gl_InvocationID' (in int)\r
0:31 move second child to first child (4-component vector of float)\r
-0:31 gl_Position: direct index for structure (4-component vector of float)\r
-0:31 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:31 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:31 gl_Position: direct index for structure (out 4-component vector of float)\r
+0:31 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:31 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:31 Constant:\r
0:31 1 (const int)\r
0:31 Constant:\r
0:31 0 (const int)\r
0:31 'p' (4-component vector of float)\r
0:32 move second child to first child (float)\r
-0:32 gl_PointSize: direct index for structure (float)\r
-0:32 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:32 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:32 gl_PointSize: direct index for structure (out float)\r
+0:32 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:32 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:32 'ps' (float)\r
0:33 move second child to first child (float)\r
0:33 direct index (float)\r
-0:33 gl_ClipDistance: direct index for structure (unsized array of float)\r
-0:33 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:33 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:33 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
+0:33 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:33 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:42 Function Definition: foo( (void)\r
0:42 Function Parameters: \r
0:44 Sequence\r
-0:44 gl_PointSize: direct index for structure (float)\r
-0:44 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:44 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:44 gl_PointSize: direct index for structure (out float)\r
+0:44 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
+0:44 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:44 Constant:\r
0:44 4 (const int)\r
0:44 Constant:\r
0:44 1 (const int)\r
0:? Linker Objects\r
+0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:? 'outa' (4-element array of int)\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
-0:? 'gl_out' (out 4-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:? 'ina' (in 2-component vector of float)\r
+0:? 'inb' (in 32-element array of 2-component vector of float)\r
+0:? 'inc' (in 32-element array of 2-component vector of float)\r
+0:? 'ind' (in 32-element array of 2-component vector of float)\r
+0:? 'ivla' (layout(location=3 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlb' (layout(location=4 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlc' (layout(location=4 ) in 32-element array of 4-component vector of float)\r
+0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float)\r
+0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
+0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
\r
\r
Linked tessellation control stage:\r
\r
\r
+Shader version: 400\r
+Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
+ERROR: node is still EOpNull!\r
+0:13 Function Definition: main( (void)\r
+0:13 Function Parameters: \r
+0:15 Sequence\r
+0:15 Barrier (void)\r
+0:17 Sequence\r
+0:17 move second child to first child (int)\r
+0:17 'a' (int)\r
+0:17 Constant:\r
+0:17 5392 (const int)\r
+0:23 Sequence\r
+0:23 move second child to first child (4-component vector of float)\r
+0:23 'p' (4-component vector of float)\r
+0:23 gl_Position: direct index for structure (in 4-component vector of float)\r
+0:23 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:23 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:23 Constant:\r
+0:23 1 (const int)\r
+0:23 Constant:\r
+0:23 0 (const int)\r
+0:24 Sequence\r
+0:24 move second child to first child (float)\r
+0:24 'ps' (float)\r
+0:24 gl_PointSize: direct index for structure (in float)\r
+0:24 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:24 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:24 Constant:\r
+0:24 1 (const int)\r
+0:24 Constant:\r
+0:24 1 (const int)\r
+0:25 Sequence\r
+0:25 move second child to first child (float)\r
+0:25 'cd' (float)\r
+0:25 direct index (float)\r
+0:25 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
+0:25 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:25 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:25 Constant:\r
+0:25 1 (const int)\r
+0:25 Constant:\r
+0:25 2 (const int)\r
+0:25 Constant:\r
+0:25 2 (const int)\r
+0:27 Sequence\r
+0:27 move second child to first child (int)\r
+0:27 'pvi' (int)\r
+0:27 'gl_PatchVerticesIn' (in int)\r
+0:28 Sequence\r
+0:28 move second child to first child (int)\r
+0:28 'pid' (int)\r
+0:28 'gl_PrimitiveID' (in int)\r
+0:29 Sequence\r
+0:29 move second child to first child (int)\r
+0:29 'iid' (int)\r
+0:29 'gl_InvocationID' (in int)\r
+0:31 move second child to first child (4-component vector of float)\r
+0:31 gl_Position: direct index for structure (out 4-component vector of float)\r
+0:31 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:31 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:31 Constant:\r
+0:31 1 (const int)\r
+0:31 Constant:\r
+0:31 0 (const int)\r
+0:31 'p' (4-component vector of float)\r
+0:32 move second child to first child (float)\r
+0:32 gl_PointSize: direct index for structure (out float)\r
+0:32 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:32 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:32 Constant:\r
+0:32 1 (const int)\r
+0:32 Constant:\r
+0:32 1 (const int)\r
+0:32 'ps' (float)\r
+0:33 move second child to first child (float)\r
+0:33 direct index (float)\r
+0:33 gl_ClipDistance: direct index for structure (out 1-element array of float)\r
+0:33 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:33 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:33 Constant:\r
+0:33 1 (const int)\r
+0:33 Constant:\r
+0:33 2 (const int)\r
+0:33 Constant:\r
+0:33 1 (const int)\r
+0:33 'cd' (float)\r
+0:35 move second child to first child (float)\r
+0:35 direct index (patch float)\r
+0:35 'gl_TessLevelOuter' (patch out 4-element array of float)\r
+0:35 Constant:\r
+0:35 3 (const int)\r
+0:35 Constant:\r
+0:35 3.200000\r
+0:36 move second child to first child (float)\r
+0:36 direct index (patch float)\r
+0:36 'gl_TessLevelInner' (patch out 2-element array of float)\r
+0:36 Constant:\r
+0:36 1 (const int)\r
+0:36 Constant:\r
+0:36 1.300000\r
+0:42 Function Definition: foo( (void)\r
+0:42 Function Parameters: \r
+0:44 Sequence\r
+0:44 gl_PointSize: direct index for structure (out float)\r
+0:44 direct index (block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:44 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:44 Constant:\r
+0:44 4 (const int)\r
+0:44 Constant:\r
+0:44 1 (const int)\r
+0:? Linker Objects\r
+0:? 'gl_out' (out 4-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:? 'outa' (4-element array of int)\r
+0:? 'patchIn' (patch in 4-component vector of float)\r
+0:? 'patchOut' (patch out 4-component vector of float)\r
+0:? 'ina' (in 2-component vector of float)\r
+0:? 'inb' (in 32-element array of 2-component vector of float)\r
+0:? 'inc' (in 32-element array of 2-component vector of float)\r
+0:? 'ind' (in 32-element array of 2-component vector of float)\r
+0:? 'ivla' (layout(location=3 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlb' (layout(location=4 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlc' (layout(location=4 ) in 32-element array of 4-component vector of float)\r
+0:? 'ovla' (layout(location=3 ) out 4-element array of 4-component vector of float)\r
+0:? 'ovlb' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
+0:? 'ovlc' (layout(location=4 ) out 4-element array of 4-component vector of float)\r
\r
400.tese\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value \r
ERROR: 0:5: 'triangles' : cannot change previously set input primitive \r
ERROR: 0:6: 'isolines' : cannot change previously set input primitive \r
ERROR: 0:48: 'patch' : cannot use interpolation qualifiers with patch \r
ERROR: 0:49: 'patch' : cannot use interpolation qualifiers with patch \r
ERROR: 0:50: '' : can only have one auxiliary qualifier (centroid, patch, and sample) \r
-ERROR: 0:54: 'gl_PerVertex' : block already declared with size, can't redeclare as unsized \r
+ERROR: 0:54: 'gl_PerVertex' : block already declared with size, can't redeclare as implicitly-sized \r
ERROR: 0:59: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use \r
ERROR: 0:64: 'quads' : cannot apply to 'out' \r
ERROR: 0:64: 'cw' : can only apply to 'in' \r
ERROR: 0:69: 'equal_spacing' : can only apply to 'in' \r
ERROR: 0:70: 'fractional_even_spacing' : can only apply to 'in' \r
ERROR: 0:71: 'point_mode' : can only apply to 'in' \r
-ERROR: 23 compilation errors. No code generated.\r
+ERROR: 0:73: 'in' : type must be an array: ina\r
+ERROR: 0:75: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized \r
+ERROR: 0:78: 'in' : type must be an array: bla\r
+ERROR: 0:86: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized \r
+ERROR: 0:96: 'location' : overlapping use of location 24\r
+ERROR: 0:99: 'location' : overlapping use of location 24\r
+ERROR: 29 compilation errors. No code generated.\r
\r
\r
+Shader version: 400\r
+Requested GL_ARB_separate_shader_objects\r
input primitive = quads\r
vertex spacing = fractional_odd_spacing\r
triangle order = cw\r
0:32 Sequence\r
0:32 move second child to first child (4-component vector of float)\r
0:32 'p' (4-component vector of float)\r
-0:32 gl_Position: direct index for structure (4-component vector of float)\r
-0:32 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:32 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:32 gl_Position: direct index for structure (in 4-component vector of float)\r
+0:32 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:32 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:32 Constant:\r
0:32 1 (const int)\r
0:32 Constant:\r
0:33 Sequence\r
0:33 move second child to first child (float)\r
0:33 'ps' (float)\r
-0:33 gl_PointSize: direct index for structure (float)\r
-0:33 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:33 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:33 gl_PointSize: direct index for structure (in float)\r
+0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:33 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:33 Constant:\r
0:33 1 (const int)\r
0:33 Constant:\r
0:34 move second child to first child (float)\r
0:34 'cd' (float)\r
0:34 direct index (float)\r
-0:34 gl_ClipDistance: direct index for structure (unsized array of float)\r
-0:34 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:34 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:34 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
+0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:34 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:34 Constant:\r
0:34 1 (const int)\r
0:34 Constant:\r
0:40 1 (const int)\r
0:42 move second child to first child (4-component vector of float)\r
0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
-0:42 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:42 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:42 Constant:\r
0:42 0 (const uint)\r
0:42 'p' (4-component vector of float)\r
0:43 move second child to first child (float)\r
0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
-0:43 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:43 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:43 Constant:\r
0:43 1 (const uint)\r
0:43 'ps' (float)\r
0:44 move second child to first child (float)\r
0:44 direct index (float)\r
-0:44 gl_ClipDistance: direct index for structure (unsized array of float)\r
-0:44 '__anon__1' (out block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float)\r
+0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:44 Constant:\r
0:44 2 (const uint)\r
0:44 Constant:\r
0:? Linker Objects\r
0:? 'patchIn' (patch in 4-component vector of float)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
+0:? 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:? 'badp1' (smooth patch in 4-component vector of float)\r
0:? 'badp2' (flat patch in 4-component vector of float)\r
0:? 'badp3' (noperspective patch in 4-component vector of float)\r
0:? 'badp4' (patch sample in 3-component vector of float)\r
-0:? 'gl_in' (in 32-element array of block{gl_ClipDistance})\r
+0:? 'gl_in' (in 32-element array of block{in implicitly-sized array of float gl_ClipDistance})\r
+0:? 'ina' (in 2-component vector of float)\r
+0:? 'inb' (in 32-element array of 2-component vector of float)\r
+0:? 'inc' (in 32-element array of 2-component vector of float)\r
+0:? 'ind' (in 32-element array of 2-component vector of float)\r
+0:? 'bla' (in block{in int f})\r
+0:? 'blb' (in 32-element array of block{in int f})\r
+0:? 'blc' (in 32-element array of block{in int f})\r
+0:? 'bld' (in 32-element array of block{in int f})\r
+0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float)\r
+0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float)\r
+0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float)\r
\r
\r
Linked tessellation evaluation stage:\r
\r
\r
+Shader version: 400\r
+Requested GL_ARB_separate_shader_objects\r
input primitive = quads\r
vertex spacing = fractional_odd_spacing\r
triangle order = cw\r
using point mode\r
+ERROR: node is still EOpNull!\r
+0:20 Function Definition: main( (void)\r
+0:20 Function Parameters: \r
+0:22 Sequence\r
+0:22 Constant:\r
+0:22 0.000000\r
+0:24 Sequence\r
+0:24 move second child to first child (int)\r
+0:24 'a' (int)\r
+0:24 Constant:\r
+0:24 1512 (const int)\r
+0:32 Sequence\r
+0:32 move second child to first child (4-component vector of float)\r
+0:32 'p' (4-component vector of float)\r
+0:32 gl_Position: direct index for structure (in 4-component vector of float)\r
+0:32 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:32 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:32 Constant:\r
+0:32 1 (const int)\r
+0:32 Constant:\r
+0:32 0 (const int)\r
+0:33 Sequence\r
+0:33 move second child to first child (float)\r
+0:33 'ps' (float)\r
+0:33 gl_PointSize: direct index for structure (in float)\r
+0:33 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:33 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:33 Constant:\r
+0:33 1 (const int)\r
+0:33 Constant:\r
+0:33 1 (const int)\r
+0:34 Sequence\r
+0:34 move second child to first child (float)\r
+0:34 'cd' (float)\r
+0:34 direct index (float)\r
+0:34 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
+0:34 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:34 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:34 Constant:\r
+0:34 1 (const int)\r
+0:34 Constant:\r
+0:34 2 (const int)\r
+0:34 Constant:\r
+0:34 2 (const int)\r
+0:36 Sequence\r
+0:36 move second child to first child (int)\r
+0:36 'pvi' (int)\r
+0:36 'gl_PatchVerticesIn' (in int)\r
+0:37 Sequence\r
+0:37 move second child to first child (int)\r
+0:37 'pid' (int)\r
+0:37 'gl_PrimitiveID' (in int)\r
+0:38 Sequence\r
+0:38 move second child to first child (3-component vector of float)\r
+0:38 'tc' (3-component vector of float)\r
+0:38 'gl_TessCoord' (in 3-component vector of float)\r
+0:39 Sequence\r
+0:39 move second child to first child (float)\r
+0:39 'tlo' (float)\r
+0:39 direct index (patch float)\r
+0:39 'gl_TessLevelOuter' (patch in 4-element array of float)\r
+0:39 Constant:\r
+0:39 3 (const int)\r
+0:40 Sequence\r
+0:40 move second child to first child (float)\r
+0:40 'tli' (float)\r
+0:40 direct index (patch float)\r
+0:40 'gl_TessLevelInner' (patch in 2-element array of float)\r
+0:40 Constant:\r
+0:40 1 (const int)\r
+0:42 move second child to first child (4-component vector of float)\r
+0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float)\r
+0:42 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:42 Constant:\r
+0:42 0 (const uint)\r
+0:42 'p' (4-component vector of float)\r
+0:43 move second child to first child (float)\r
+0:43 gl_PointSize: direct index for structure (gl_PointSize float)\r
+0:43 'anon@1' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:43 Constant:\r
+0:43 1 (const uint)\r
+0:43 'ps' (float)\r
+0:44 move second child to first child (float)\r
+0:44 direct index (float)\r
+0:44 gl_ClipDistance: direct index for structure (out 3-element array of float)\r
+0:44 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
+0:44 Constant:\r
+0:44 2 (const uint)\r
+0:44 Constant:\r
+0:44 2 (const int)\r
+0:44 'cd' (float)\r
+0:? Linker Objects\r
+0:? 'patchIn' (patch in 4-component vector of float)\r
+0:? 'patchOut' (patch out 4-component vector of float)\r
+0:? 'anon@0' (out block{gl_Position 4-component vector of float gl_Position, gl_PointSize float gl_PointSize, out 3-element array of float gl_ClipDistance})\r
+0:? 'badp1' (smooth patch in 4-component vector of float)\r
+0:? 'badp2' (flat patch in 4-component vector of float)\r
+0:? 'badp3' (noperspective patch in 4-component vector of float)\r
+0:? 'badp4' (patch sample in 3-component vector of float)\r
+0:? 'gl_in' (in 32-element array of block{in 1-element array of float gl_ClipDistance})\r
+0:? 'ina' (in 2-component vector of float)\r
+0:? 'inb' (in 32-element array of 2-component vector of float)\r
+0:? 'inc' (in 32-element array of 2-component vector of float)\r
+0:? 'ind' (in 32-element array of 2-component vector of float)\r
+0:? 'bla' (in block{in int f})\r
+0:? 'blb' (in 32-element array of block{in int f})\r
+0:? 'blc' (in 32-element array of block{in int f})\r
+0:? 'bld' (in 32-element array of block{in int f})\r
+0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float)\r
+0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float)\r
+0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float)\r
+0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float)\r
\r
410.tesc\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:4: 'length' : array must first be sized by a redeclaration or layout qualifier\r
ERROR: 1 compilation errors. No code generated.\r
\r
\r
+Shader version: 400\r
vertices = 0\r
ERROR: node is still EOpNull!\r
0:8 Function Definition: main( (void)\r
0:8 Function Parameters: \r
0:? Linker Objects\r
+0:? 'gl_out' (out implicitly-sized array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out implicitly-sized array of float gl_ClipDistance})\r
0:? 'outa' (1-element array of int)\r
0:? 'patchOut' (patch out 4-component vector of float)\r
\r
\r
ERROR: Linking tessellation control stage: At least one shader must specify an output layout(vertices=...)\r
\r
+Shader version: 400\r
vertices = 0\r
+ERROR: node is still EOpNull!\r
+0:8 Function Definition: main( (void)\r
+0:8 Function Parameters: \r
+0:? Linker Objects\r
+0:? 'gl_out' (out 1-element array of block{out 4-component vector of float gl_Position, out float gl_PointSize, out 1-element array of float gl_ClipDistance})\r
+0:? 'outa' (1-element array of int)\r
+0:? 'patchOut' (patch out 4-component vector of float)\r
\r
420.tesc\r
-Warning, version 400 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 400 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out\r
ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a\r
ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb\r
ERROR: 0:26: 'gl_PointSize' : no such field in structure \r
-ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{gl_Position}'\r
+ERROR: 0:26: 'assign' : cannot convert from 'float' to 'block{out 4-component vector of float gl_Position}'\r
ERROR: 0:29: 'out' : type must be an array: outf\r
ERROR: 6 compilation errors. No code generated.\r
\r
\r
+Shader version: 400\r
+Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
ERROR: node is still EOpNull!\r
0:15 Function Definition: main( (void)\r
0:17 Sequence\r
0:17 move second child to first child (4-component vector of float)\r
0:17 'p' (4-component vector of float)\r
-0:17 gl_Position: direct index for structure (4-component vector of float)\r
-0:17 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:17 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:17 gl_Position: direct index for structure (in 4-component vector of float)\r
+0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:17 Constant:\r
0:17 1 (const int)\r
0:17 Constant:\r
0:18 Sequence\r
0:18 move second child to first child (float)\r
0:18 'ps' (float)\r
-0:18 gl_PointSize: direct index for structure (float)\r
-0:18 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:18 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:18 gl_PointSize: direct index for structure (in float)\r
+0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:18 Constant:\r
0:18 1 (const int)\r
0:18 Constant:\r
0:19 move second child to first child (float)\r
0:19 'cd' (float)\r
0:19 direct index (float)\r
-0:19 gl_ClipDistance: direct index for structure (unsized array of float)\r
-0:19 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance})\r
-0:19 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance})\r
+0:19 gl_ClipDistance: direct index for structure (in implicitly-sized array of float)\r
+0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
+0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in implicitly-sized array of float gl_ClipDistance})\r
0:19 Constant:\r
0:19 1 (const int)\r
0:19 Constant:\r
0:23 'iid' (int)\r
0:23 'gl_InvocationID' (in int)\r
0:25 move second child to first child (4-component vector of float)\r
-0:25 gl_Position: direct index for structure (4-component vector of float)\r
-0:25 direct index (block{gl_Position})\r
-0:25 'gl_out' (out 3-element array of block{gl_Position})\r
+0:25 gl_Position: direct index for structure (out 4-component vector of float)\r
+0:25 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:25 Constant:\r
0:25 1 (const int)\r
0:25 Constant:\r
0:25 0 (const int)\r
0:25 'p' (4-component vector of float)\r
-0:26 direct index (block{gl_Position})\r
-0:26 'gl_out' (out 3-element array of block{gl_Position})\r
+0:26 direct index (block{out 4-component vector of float gl_Position})\r
+0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:26 Constant:\r
0:26 1 (const int)\r
0:? Linker Objects\r
-0:? 'gl_out' (out 3-element array of block{gl_Position})\r
+0:? 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
0:? 'a' (out 3-element array of int)\r
0:? 'outb' (out 5-element array of int)\r
0:? 'outc' (out 4-element array of int)\r
Linked tessellation control stage:\r
\r
\r
+Shader version: 400\r
+Requested GL_ARB_separate_shader_objects\r
vertices = 4\r
+ERROR: node is still EOpNull!\r
+0:15 Function Definition: main( (void)\r
+0:15 Function Parameters: \r
+0:17 Sequence\r
+0:17 Sequence\r
+0:17 move second child to first child (4-component vector of float)\r
+0:17 'p' (4-component vector of float)\r
+0:17 gl_Position: direct index for structure (in 4-component vector of float)\r
+0:17 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:17 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:17 Constant:\r
+0:17 1 (const int)\r
+0:17 Constant:\r
+0:17 0 (const int)\r
+0:18 Sequence\r
+0:18 move second child to first child (float)\r
+0:18 'ps' (float)\r
+0:18 gl_PointSize: direct index for structure (in float)\r
+0:18 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:18 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:18 Constant:\r
+0:18 1 (const int)\r
+0:18 Constant:\r
+0:18 1 (const int)\r
+0:19 Sequence\r
+0:19 move second child to first child (float)\r
+0:19 'cd' (float)\r
+0:19 direct index (float)\r
+0:19 gl_ClipDistance: direct index for structure (in 1-element array of float)\r
+0:19 direct index (block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:19 'gl_in' (in 32-element array of block{in 4-component vector of float gl_Position, in float gl_PointSize, in 1-element array of float gl_ClipDistance})\r
+0:19 Constant:\r
+0:19 1 (const int)\r
+0:19 Constant:\r
+0:19 2 (const int)\r
+0:19 Constant:\r
+0:19 2 (const int)\r
+0:21 Sequence\r
+0:21 move second child to first child (int)\r
+0:21 'pvi' (int)\r
+0:21 'gl_PatchVerticesIn' (in int)\r
+0:22 Sequence\r
+0:22 move second child to first child (int)\r
+0:22 'pid' (int)\r
+0:22 'gl_PrimitiveID' (in int)\r
+0:23 Sequence\r
+0:23 move second child to first child (int)\r
+0:23 'iid' (int)\r
+0:23 'gl_InvocationID' (in int)\r
+0:25 move second child to first child (4-component vector of float)\r
+0:25 gl_Position: direct index for structure (out 4-component vector of float)\r
+0:25 direct index (block{out 4-component vector of float gl_Position})\r
+0:25 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
+0:25 Constant:\r
+0:25 1 (const int)\r
+0:25 Constant:\r
+0:25 0 (const int)\r
+0:25 'p' (4-component vector of float)\r
+0:26 direct index (block{out 4-component vector of float gl_Position})\r
+0:26 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
+0:26 Constant:\r
+0:26 1 (const int)\r
+0:? Linker Objects\r
+0:? 'gl_out' (out 3-element array of block{out 4-component vector of float gl_Position})\r
+0:? 'a' (out 3-element array of int)\r
+0:? 'outb' (out 5-element array of int)\r
+0:? 'outc' (out 4-element array of int)\r
+0:? 'outf' (out float)\r
\r
420.tese\r
-Warning, version 420 is not yet complete; some version-specific features are present, but many are missing.\r
+Warning, version 420 is not yet complete; most version-specific features are present, but some are missing.\r
ERROR: 0:7: '=' : cannot convert from '3-element array of float' to '2-element array of float'\r
ERROR: 0:8: 'initializer list' : wrong vector size (or rows in a matrix column): 2-component vector of float\r
ERROR: 0:9: 'initializer list' : wrong number of matrix columns: 3X3 matrix of float\r
ERROR: 0:29: 'const 2-element array of 4-component vector of float' : cannot construct with these arguments \r
ERROR: 0:29: '=' : cannot convert from 'const float' to '2-element array of 4-component vector of float'\r
ERROR: 0:30: 'initializer list' : wrong number of matrix columns: 4X2 matrix of float\r
-ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{s,t}'\r
+ERROR: 0:40: 'constructor' : cannot convert parameter 1 from 'float' to 'structure{float s, float t}'\r
ERROR: 0:58: 'initializer list' : wrong number of structure members \r
ERROR: 13 compilation errors. No code generated.\r
\r
\r
+Shader version: 420\r
input primitive = none\r
vertex spacing = none\r
triangle order = none\r
0:4 0.000000\r
0:4 1.000000\r
0:15 Sequence\r
-0:15 move second child to first child (structure{a,b})\r
-0:15 'e' (structure{a,b})\r
+0:15 move second child to first child (structure{float a, int b})\r
+0:15 'e' (structure{float a, int b})\r
0:15 Constant:\r
0:15 1.200000\r
0:15 2 (const int)\r
0:20 Sequence\r
-0:20 move second child to first child (structure{a,b})\r
-0:20 'e2' (structure{a,b})\r
+0:20 move second child to first child (structure{float a, int b})\r
+0:20 'e2' (structure{float a, int b})\r
0:20 Constant:\r
0:20 1.000000\r
0:20 3 (const int)\r
0:74 0.000000\r
0:74 6.000000\r
0:74 0.000000\r
-0:74 'curlybad1' (structure{uv2,s})\r
+0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
0:74 true case is null\r
0:76 Test condition and select (void)\r
0:76 Condition\r
0:? 'b2' (2-component vector of float)\r
0:? 'c2' (3X3 matrix of float)\r
0:? 'd' (2X2 matrix of float)\r
-0:? 'e' (structure{a,b})\r
-0:? 'e2' (structure{a,b})\r
-0:? 'e3' (structure{a,b})\r
+0:? 'e' (structure{float a, int b})\r
+0:? 'e2' (structure{float a, int b})\r
+0:? 'e3' (structure{float a, int b})\r
0:? 'a3' (int)\r
0:? 'b3' (2-element array of 4-component vector of float)\r
0:? 'b4' (2-element array of 4-component vector of float)\r
0:? 'c3' (4X2 matrix of float)\r
-0:? 'd2' (unsized array of structure{s,t})\r
+0:? 'd2' (implicitly-sized array of structure{float s, float t})\r
0:? 'b5' (5-element array of float)\r
-0:? 'constructed' (const structure{uv2,s})\r
+0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
0:? 0.000000\r
0:? 6.000000\r
0:? 0.000000\r
-0:? 'curlybad1' (structure{uv2,s})\r
-0:? 'curlyInit' (const structure{uv2,s})\r
+0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
0:? 1 (const uint)\r
0:? 2 (const uint)\r
0:? 3.000000\r
\r
ERROR: Linking tessellation evaluation stage: At least one shader must specify an input layout primitive\r
\r
+Shader version: 420\r
input primitive = none\r
vertex spacing = equal_spacing\r
triangle order = ccw\r
+ERROR: node is still EOpNull!\r
+0:4 Sequence\r
+0:4 move second child to first child (2X2 matrix of float)\r
+0:4 'b' (2X2 matrix of float)\r
+0:4 Constant:\r
+0:4 1.000000\r
+0:4 0.000000\r
+0:4 0.000000\r
+0:4 1.000000\r
+0:15 Sequence\r
+0:15 move second child to first child (structure{float a, int b})\r
+0:15 'e' (structure{float a, int b})\r
+0:15 Constant:\r
+0:15 1.200000\r
+0:15 2 (const int)\r
+0:20 Sequence\r
+0:20 move second child to first child (structure{float a, int b})\r
+0:20 'e2' (structure{float a, int b})\r
+0:20 Constant:\r
+0:20 1.000000\r
+0:20 3 (const int)\r
+0:42 Sequence\r
+0:42 move second child to first child (5-element array of float)\r
+0:42 'b5' (5-element array of float)\r
+0:42 Constant:\r
+0:42 3.400000\r
+0:42 4.200000\r
+0:42 5.000000\r
+0:42 5.200000\r
+0:42 1.100000\r
+0:67 Sequence\r
+0:67 move second child to first child (3-component vector of float)\r
+0:67 'av3' (3-component vector of float)\r
+0:67 Construct vec3 (3-component vector of float)\r
+0:67 'vc1' (float)\r
+0:67 'vc2' (float)\r
+0:67 'vc3' (float)\r
+0:68 Sequence\r
+0:68 move second child to first child (3-component vector of float)\r
+0:68 'bv3' (3-component vector of float)\r
+0:68 Construct vec3 (3-component vector of float)\r
+0:68 'vc1' (float)\r
+0:68 'vc2' (float)\r
+0:68 'vc3' (float)\r
+0:70 Function Definition: main( (void)\r
+0:70 Function Parameters: \r
+0:72 Sequence\r
+0:72 MemoryBarrier (void)\r
+0:74 Test condition and select (void)\r
+0:74 Condition\r
+0:74 Compare Equal (bool)\r
+0:74 Constant:\r
+0:74 1 (const uint)\r
+0:74 2 (const uint)\r
+0:74 3.000000\r
+0:74 4.000000\r
+0:74 0.000000\r
+0:74 0.000000\r
+0:74 0.000000\r
+0:74 4.000000\r
+0:74 0.000000\r
+0:74 5.000000\r
+0:74 6.000000\r
+0:74 0.000000\r
+0:74 0.000000\r
+0:74 0.000000\r
+0:74 6.000000\r
+0:74 0.000000\r
+0:74 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:74 true case is null\r
+0:76 Test condition and select (void)\r
+0:76 Condition\r
+0:76 Constant:\r
+0:76 true (const bool)\r
+0:76 true case is null\r
+0:? Linker Objects\r
+0:? 'a' (const 2X2 matrix of float)\r
+0:? 1.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 1.000000\r
+0:? 'b' (2X2 matrix of float)\r
+0:? 'c' (const 2X2 matrix of float)\r
+0:? 1.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 1.000000\r
+0:? 'a2' (2-element array of float)\r
+0:? 'b2' (2-component vector of float)\r
+0:? 'c2' (3X3 matrix of float)\r
+0:? 'd' (2X2 matrix of float)\r
+0:? 'e' (structure{float a, int b})\r
+0:? 'e2' (structure{float a, int b})\r
+0:? 'e3' (structure{float a, int b})\r
+0:? 'a3' (int)\r
+0:? 'b3' (2-element array of 4-component vector of float)\r
+0:? 'b4' (2-element array of 4-component vector of float)\r
+0:? 'c3' (4X2 matrix of float)\r
+0:? 'd2' (1-element array of structure{float s, float t})\r
+0:? 'b5' (5-element array of float)\r
+0:? 'constructed' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 1 (const uint)\r
+0:? 2 (const uint)\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 4.000000\r
+0:? 0.000000\r
+0:? 5.000000\r
+0:? 6.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 6.000000\r
+0:? 0.000000\r
+0:? 'curlybad1' (structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 'curlyInit' (const structure{2-component vector of uint uv2, 2-element array of structure{float f, 2X3 matrix of float m23} s})\r
+0:? 1 (const uint)\r
+0:? 2 (const uint)\r
+0:? 3.000000\r
+0:? 4.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 4.000000\r
+0:? 0.000000\r
+0:? 5.000000\r
+0:? 6.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 0.000000\r
+0:? 6.000000\r
+0:? 0.000000\r
+0:? 'vc1' (float)\r
+0:? 'vc2' (float)\r
+0:? 'vc3' (float)\r
+0:? 'av3' (3-component vector of float)\r
+0:? 'bv3' (3-component vector of float)\r
\r