1450.frag 2ERROR: 0:70: 'offsets' : argument must be compile-time constant 3ERROR: 0:71: 'offsets' : argument must be compile-time constant 4ERROR: 0:72: 'offsets' : argument must be compile-time constant 5ERROR: 0:88: 'location' : cannot use in a block array where new locations are needed for each block element 6ERROR: 0:93: 'early_fragment_tests' : can only apply to a standalone qualifier 7ERROR: 5 compilation errors. No code generated. 8 9 10Shader version: 450 11Requested GL_ARB_sparse_texture2 12ERROR: node is still EOpNull! 130:8 Function Definition: main( ( global void) 140:8 Function Parameters: 150:10 Sequence 160:10 Sequence 170:10 move second child to first child ( temp 2-component vector of float) 180:10 'v2' ( temp 2-component vector of float) 190:10 dPdxFine ( global 2-component vector of float) 200:10 'in2' ( smooth in 2-component vector of float) 210:11 Sequence 220:11 move second child to first child ( temp 3-component vector of float) 230:11 'v3' ( temp 3-component vector of float) 240:11 dPdyCoarse ( global 3-component vector of float) 250:11 'in3' ( smooth in 3-component vector of float) 260:12 Sequence 270:12 move second child to first child ( temp 4-component vector of float) 280:12 'v4' ( temp 4-component vector of float) 290:12 fwidth ( global 4-component vector of float) 300:12 'in4' ( smooth in 4-component vector of float) 310:13 move second child to first child ( temp 4-component vector of float) 320:13 'v4' ( temp 4-component vector of float) 330:13 dPdyFine ( global 4-component vector of float) 340:13 'in4' ( smooth in 4-component vector of float) 350:14 move second child to first child ( temp 3-component vector of float) 360:14 'v3' ( temp 3-component vector of float) 370:14 dPdyFine ( global 3-component vector of float) 380:14 'in3' ( smooth in 3-component vector of float) 390:15 Sequence 400:15 move second child to first child ( temp float) 410:15 'f' ( temp float) 420:15 add ( temp float) 430:15 add ( temp float) 440:15 dPdx ( global float) 450:15 'in1' ( smooth in float) 460:15 dPdxFine ( global float) 470:15 'in1' ( smooth in float) 480:15 dPdxCoarse ( global float) 490:15 'in1' ( smooth in float) 500:16 move second child to first child ( temp 4-component vector of float) 510:16 'v4' ( temp 4-component vector of float) 520:16 add ( temp 4-component vector of float) 530:16 fwidthCoarse ( global 4-component vector of float) 540:16 'in4' ( smooth in 4-component vector of float) 550:16 fwidthFine ( global 4-component vector of float) 560:16 'in4' ( smooth in 4-component vector of float) 570:18 Sequence 580:18 move second child to first child ( temp float) 590:18 'cull' ( temp float) 600:18 direct index ( smooth temp float CullDistance) 610:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 620:18 Constant: 630:18 2 (const int) 640:19 Sequence 650:19 move second child to first child ( temp float) 660:19 'consts' ( temp float) 670:19 Constant: 680:19 20.000000 690:21 Test condition and select ( temp void) 700:21 Condition 710:21 'gl_HelperInvocation' ( in bool HelperInvocation) 720:21 true case 730:22 Pre-Increment ( temp 4-component vector of float) 740:22 'v4' ( temp 4-component vector of float) 750:24 Sequence 760:24 move second child to first child ( temp int) 770:24 'sum' ( temp int) 780:24 Constant: 790:24 32 (const int) 800:32 Sequence 810:32 move second child to first child ( temp 2-component vector of bool) 820:32 'b2' ( temp 2-component vector of bool) 830:32 mix ( global 2-component vector of bool) 840:32 Construct bvec2 ( temp 2-component vector of bool) 850:32 'b1' ( temp bool) 860:32 Construct bvec2 ( temp 2-component vector of bool) 870:32 'b3' ( temp bool) 880:32 Construct bvec2 ( temp 2-component vector of bool) 890:32 'b' ( temp bool) 900:33 Sequence 910:33 move second child to first child ( temp uint) 920:33 'um' ( temp uint) 930:33 mix ( global uint) 940:33 'uin' ( temp uint) 950:33 'uin' ( temp uint) 960:33 'b' ( temp bool) 970:34 Sequence 980:34 move second child to first child ( temp 3-component vector of int) 990:34 'im3' ( temp 3-component vector of int) 1000:34 mix ( global 3-component vector of int) 1010:34 Construct ivec3 ( temp 3-component vector of int) 1020:34 Convert uint to int ( temp int) 1030:34 'uin' ( temp uint) 1040:34 Construct ivec3 ( temp 3-component vector of int) 1050:34 Convert uint to int ( temp int) 1060:34 'uin' ( temp uint) 1070:34 Construct bvec3 ( temp 3-component vector of bool) 1080:34 'b' ( temp bool) 1090:42 Function Definition: foo( ( global void) 1100:42 Function Parameters: 1110:44 Sequence 1120:44 Sequence 1130:44 move second child to first child ( temp int) 1140:44 's' ( temp int) 1150:44 textureSamples ( global int) 1160:44 's2dms' ( uniform sampler2DMS) 1170:45 add second child into first child ( temp int) 1180:45 's' ( temp int) 1190:45 textureSamples ( global int) 1200:45 'us2dmsa' ( uniform usampler2DMSArray) 1210:46 add second child into first child ( temp int) 1220:46 's' ( temp int) 1230:46 imageQuerySamples ( global int) 1240:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 1250:47 add second child into first child ( temp int) 1260:47 's' ( temp int) 1270:47 imageQuerySamples ( global int) 1280:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 1290:48 Sequence 1300:48 move second child to first child ( temp float) 1310:48 'f' ( temp float) 1320:48 imageAtomicExchange ( global float) 1330:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 1340:48 Convert float to int ( temp 3-component vector of int) 1350:48 'in3' ( smooth in 3-component vector of float) 1360:48 Constant: 1370:48 2 (const int) 1380:48 Constant: 1390:48 4.500000 1400:61 Function Definition: testOffsets( ( global void) 1410:61 Function Parameters: 1420:63 Sequence 1430:63 Sequence 1440:63 move second child to first child ( temp 4-component vector of float) 1450:63 'texel' ( temp 4-component vector of float) 1460:63 Constant: 1470:63 0.000000 1480:63 0.000000 1490:63 0.000000 1500:63 0.000000 1510:64 Sequence 1520:64 move second child to first child ( temp 4-component vector of int) 1530:64 'itexel' ( temp 4-component vector of int) 1540:64 Constant: 1550:64 0 (const int) 1560:64 0 (const int) 1570:64 0 (const int) 1580:64 0 (const int) 1590:66 sparseTextureGatherOffsets ( global int) 1600:66 's2D' ( uniform sampler2D) 1610:66 'c2' ( smooth in 2-component vector of float) 1620:66 Constant: 1630:66 1 (const int) 1640:66 2 (const int) 1650:66 3 (const int) 1660:66 4 (const int) 1670:66 15 (const int) 1680:66 16 (const int) 1690:66 -2 (const int) 1700:66 0 (const int) 1710:66 'texel' ( temp 4-component vector of float) 1720:67 sparseTextureGatherOffsets ( global int) 1730:67 'is2DArray' ( uniform isampler2DArray) 1740:67 'c3' ( smooth in 3-component vector of float) 1750:67 Constant: 1760:67 1 (const int) 1770:67 2 (const int) 1780:67 3 (const int) 1790:67 4 (const int) 1800:67 15 (const int) 1810:67 16 (const int) 1820:67 -2 (const int) 1830:67 0 (const int) 1840:67 'itexel' ( temp 4-component vector of int) 1850:67 Constant: 1860:67 2 (const int) 1870:68 sparseTextureGatherOffsets ( global int) 1880:68 's2DRectShadow' ( uniform sampler2DRectShadow) 1890:68 'c2' ( smooth in 2-component vector of float) 1900:68 Constant: 1910:68 2.000000 1920:68 Constant: 1930:68 1 (const int) 1940:68 2 (const int) 1950:68 3 (const int) 1960:68 4 (const int) 1970:68 15 (const int) 1980:68 16 (const int) 1990:68 -2 (const int) 2000:68 0 (const int) 2010:68 'texel' ( temp 4-component vector of float) 2020:70 sparseTextureGatherOffsets ( global int) 2030:70 's2D' ( uniform sampler2D) 2040:70 'c2' ( smooth in 2-component vector of float) 2050:70 'offsets' ( flat in 4-element array of 2-component vector of int) 2060:70 'texel' ( temp 4-component vector of float) 2070:71 sparseTextureGatherOffsets ( global int) 2080:71 'is2DArray' ( uniform isampler2DArray) 2090:71 'c3' ( smooth in 3-component vector of float) 2100:71 'offsets' ( flat in 4-element array of 2-component vector of int) 2110:71 'itexel' ( temp 4-component vector of int) 2120:71 Constant: 2130:71 2 (const int) 2140:72 sparseTextureGatherOffsets ( global int) 2150:72 's2DRectShadow' ( uniform sampler2DRectShadow) 2160:72 'c2' ( smooth in 2-component vector of float) 2170:72 Constant: 2180:72 2.000000 2190:72 'offsets' ( flat in 4-element array of 2-component vector of int) 2200:72 'texel' ( temp 4-component vector of float) 2210:78 Function Definition: cull(i1; ( global float) 2220:78 Function Parameters: 2230:78 'i' ( in int) 2240:80 Sequence 2250:80 Branch: Return with expression 2260:80 Test condition and select ( temp float) 2270:80 Condition 2280:80 Compare Greater Than or Equal ( temp bool) 2290:80 'i' ( in int) 2300:80 Constant: 2310:80 6 (const int) 2320:80 true case 2330:80 direct index ( smooth temp float CullDistance) 2340:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 2350:80 Constant: 2360:80 5 (const int) 2370:80 false case 2380:80 indirect index ( smooth temp float CullDistance) 2390:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 2400:80 'i' ( in int) 2410:? Linker Objects 2420:? 'in1' ( smooth in float) 2430:? 'in2' ( smooth in 2-component vector of float) 2440:? 'in3' ( smooth in 3-component vector of float) 2450:? 'in4' ( smooth in 4-component vector of float) 2460:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 2470:? 's2dms' ( uniform sampler2DMS) 2480:? 'us2dmsa' ( uniform usampler2DMSArray) 2490:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 2500:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 2510:? 's2D' ( uniform sampler2D) 2520:? 'is2DArray' ( uniform isampler2DArray) 2530:? 's2DRectShadow' ( uniform sampler2DRectShadow) 2540:? 'offsets' ( flat in 4-element array of 2-component vector of int) 2550:? 'c2' ( smooth in 2-component vector of float) 2560:? 'c3' ( smooth in 3-component vector of float) 2570:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m}) 2580:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g}) 2590:? 'f' ( smooth in float) 260 261 262Linked fragment stage: 263 264 265Shader version: 450 266Requested GL_ARB_sparse_texture2 267ERROR: node is still EOpNull! 2680:8 Function Definition: main( ( global void) 2690:8 Function Parameters: 2700:10 Sequence 2710:10 Sequence 2720:10 move second child to first child ( temp 2-component vector of float) 2730:10 'v2' ( temp 2-component vector of float) 2740:10 dPdxFine ( global 2-component vector of float) 2750:10 'in2' ( smooth in 2-component vector of float) 2760:11 Sequence 2770:11 move second child to first child ( temp 3-component vector of float) 2780:11 'v3' ( temp 3-component vector of float) 2790:11 dPdyCoarse ( global 3-component vector of float) 2800:11 'in3' ( smooth in 3-component vector of float) 2810:12 Sequence 2820:12 move second child to first child ( temp 4-component vector of float) 2830:12 'v4' ( temp 4-component vector of float) 2840:12 fwidth ( global 4-component vector of float) 2850:12 'in4' ( smooth in 4-component vector of float) 2860:13 move second child to first child ( temp 4-component vector of float) 2870:13 'v4' ( temp 4-component vector of float) 2880:13 dPdyFine ( global 4-component vector of float) 2890:13 'in4' ( smooth in 4-component vector of float) 2900:14 move second child to first child ( temp 3-component vector of float) 2910:14 'v3' ( temp 3-component vector of float) 2920:14 dPdyFine ( global 3-component vector of float) 2930:14 'in3' ( smooth in 3-component vector of float) 2940:15 Sequence 2950:15 move second child to first child ( temp float) 2960:15 'f' ( temp float) 2970:15 add ( temp float) 2980:15 add ( temp float) 2990:15 dPdx ( global float) 3000:15 'in1' ( smooth in float) 3010:15 dPdxFine ( global float) 3020:15 'in1' ( smooth in float) 3030:15 dPdxCoarse ( global float) 3040:15 'in1' ( smooth in float) 3050:16 move second child to first child ( temp 4-component vector of float) 3060:16 'v4' ( temp 4-component vector of float) 3070:16 add ( temp 4-component vector of float) 3080:16 fwidthCoarse ( global 4-component vector of float) 3090:16 'in4' ( smooth in 4-component vector of float) 3100:16 fwidthFine ( global 4-component vector of float) 3110:16 'in4' ( smooth in 4-component vector of float) 3120:18 Sequence 3130:18 move second child to first child ( temp float) 3140:18 'cull' ( temp float) 3150:18 direct index ( smooth temp float CullDistance) 3160:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 3170:18 Constant: 3180:18 2 (const int) 3190:19 Sequence 3200:19 move second child to first child ( temp float) 3210:19 'consts' ( temp float) 3220:19 Constant: 3230:19 20.000000 3240:21 Test condition and select ( temp void) 3250:21 Condition 3260:21 'gl_HelperInvocation' ( in bool HelperInvocation) 3270:21 true case 3280:22 Pre-Increment ( temp 4-component vector of float) 3290:22 'v4' ( temp 4-component vector of float) 3300:24 Sequence 3310:24 move second child to first child ( temp int) 3320:24 'sum' ( temp int) 3330:24 Constant: 3340:24 32 (const int) 3350:32 Sequence 3360:32 move second child to first child ( temp 2-component vector of bool) 3370:32 'b2' ( temp 2-component vector of bool) 3380:32 mix ( global 2-component vector of bool) 3390:32 Construct bvec2 ( temp 2-component vector of bool) 3400:32 'b1' ( temp bool) 3410:32 Construct bvec2 ( temp 2-component vector of bool) 3420:32 'b3' ( temp bool) 3430:32 Construct bvec2 ( temp 2-component vector of bool) 3440:32 'b' ( temp bool) 3450:33 Sequence 3460:33 move second child to first child ( temp uint) 3470:33 'um' ( temp uint) 3480:33 mix ( global uint) 3490:33 'uin' ( temp uint) 3500:33 'uin' ( temp uint) 3510:33 'b' ( temp bool) 3520:34 Sequence 3530:34 move second child to first child ( temp 3-component vector of int) 3540:34 'im3' ( temp 3-component vector of int) 3550:34 mix ( global 3-component vector of int) 3560:34 Construct ivec3 ( temp 3-component vector of int) 3570:34 Convert uint to int ( temp int) 3580:34 'uin' ( temp uint) 3590:34 Construct ivec3 ( temp 3-component vector of int) 3600:34 Convert uint to int ( temp int) 3610:34 'uin' ( temp uint) 3620:34 Construct bvec3 ( temp 3-component vector of bool) 3630:34 'b' ( temp bool) 3640:? Linker Objects 3650:? 'in1' ( smooth in float) 3660:? 'in2' ( smooth in 2-component vector of float) 3670:? 'in3' ( smooth in 3-component vector of float) 3680:? 'in4' ( smooth in 4-component vector of float) 3690:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 3700:? 's2dms' ( uniform sampler2DMS) 3710:? 'us2dmsa' ( uniform usampler2DMSArray) 3720:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 3730:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 3740:? 's2D' ( uniform sampler2D) 3750:? 'is2DArray' ( uniform isampler2DArray) 3760:? 's2DRectShadow' ( uniform sampler2DRectShadow) 3770:? 'offsets' ( flat in 4-element array of 2-component vector of int) 3780:? 'c2' ( smooth in 2-component vector of float) 3790:? 'c3' ( smooth in 3-component vector of float) 3800:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m}) 3810:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g}) 3820:? 'f' ( smooth in float) 383 384