ERROR: 0:11: 'layout qualifier' : can only apply depth layout to gl_FragDepth
ERROR: 0:12: 'gl_FragDepth' : cannot redeclare after use
ERROR: 0:14: 'atomic_uint' : array must be explicitly sized
-ERROR: 4 compilation errors. No code generated.
+ERROR: 0:17: 'imageSize' : required extension not requested: GL_ARB_shader_image_size
+ERROR: 5 compilation errors. No code generated.
Shader version: 420
+Requested GL_ARB_shader_image_size
using depth_any
ERROR: node is still EOpNull!
0:6 Function Definition: main( ( global void)
0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:8 Constant:
0:8 0.300000
+0:17 Sequence
+0:17 move second child to first child ( temp 2-component vector of int)
+0:17 'iv2dim' ( global 2-component vector of int)
+0:17 imageQuerySize ( global 2-component vector of int)
+0:17 'i2D' ( writeonly uniform image2D)
+0:19 Sequence
+0:19 move second child to first child ( temp 2-component vector of int)
+0:19 'iv2dim1' ( global 2-component vector of int)
+0:19 imageQuerySize ( global 2-component vector of int)
+0:19 'i2D' ( writeonly uniform image2D)
0:? Linker Objects
0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:? 'depth' ( smooth in float)
0:? 'a' (layout( binding=0 offset=0) uniform unsized 1-element array of atomic_uint)
+0:? 'i2D' ( writeonly uniform image2D)
+0:? 'iv2dim' ( global 2-component vector of int)
+0:? 'iv2dim1' ( global 2-component vector of int)
Linked fragment stage:
Shader version: 420
+Requested GL_ARB_shader_image_size
using depth_any
ERROR: node is still EOpNull!
0:6 Function Definition: main( ( global void)
0:8 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:8 Constant:
0:8 0.300000
+0:17 Sequence
+0:17 move second child to first child ( temp 2-component vector of int)
+0:17 'iv2dim' ( global 2-component vector of int)
+0:17 imageQuerySize ( global 2-component vector of int)
+0:17 'i2D' ( writeonly uniform image2D)
+0:19 Sequence
+0:19 move second child to first child ( temp 2-component vector of int)
+0:19 'iv2dim1' ( global 2-component vector of int)
+0:19 imageQuerySize ( global 2-component vector of int)
+0:19 'i2D' ( writeonly uniform image2D)
0:? Linker Objects
0:? 'gl_FragDepth' ( gl_FragDepth float FragDepth)
0:? 'depth' ( smooth in float)
0:? 'a' (layout( binding=0 offset=0) uniform 1-element array of atomic_uint)
+0:? 'i2D' ( writeonly uniform image2D)
+0:? 'iv2dim' ( global 2-component vector of int)
+0:? 'iv2dim1' ( global 2-component vector of int)
return;
#endif
- if (sampler.isImage() && ((profile == EEsProfile && version < 310) || (profile != EEsProfile && version < 430)))
+ if (sampler.isImage() && ((profile == EEsProfile && version < 310) || (profile != EEsProfile && version < 420)))
return;
if (profile == EEsProfile)
symbolTable.setFunctionExtensions("uintBitsToFloat", 1, &E_GL_ARB_shader_bit_encoding);
}
+ if (profile != EEsProfile && version < 430 ) {
+ symbolTable.setFunctionExtensions("imageSize", 1, &E_GL_ARB_shader_image_size);
+ }
+
symbolTable.setVariableExtensions("gl_DeviceIndex", 1, &E_GL_EXT_device_group);
BuiltInVariable("gl_DeviceIndex", EbvDeviceIndex, symbolTable);
symbolTable.setVariableExtensions("gl_ViewIndex", 1, &E_GL_EXT_multiview);
extensionBehavior[E_GL_ARB_uniform_buffer_object] = EBhDisable;
extensionBehavior[E_GL_ARB_sample_shading] = EBhDisable;
extensionBehavior[E_GL_ARB_shader_bit_encoding] = EBhDisable;
+ extensionBehavior[E_GL_ARB_shader_image_size] = EBhDisable;
extensionBehavior[E_GL_KHR_shader_subgroup_basic] = EBhDisable;
extensionBehavior[E_GL_KHR_shader_subgroup_vote] = EBhDisable;
"#define GL_ARB_sparse_texture_clamp 1\n"
"#define GL_ARB_shader_stencil_export 1\n"
"#define GL_ARB_sample_shading 1\n"
+ "#define GL_ARB_shader_image_size 1\n"
// "#define GL_ARB_cull_distance 1\n" // present for 4.5, but need extension control over block members
"#define GL_ARB_post_depth_coverage 1\n"
"#define GL_ARB_fragment_shader_interlock 1\n"