450.frag ERROR: 0:70: 'offsets' : argument must be compile-time constant ERROR: 0:71: 'offsets' : argument must be compile-time constant ERROR: 0:72: 'offsets' : argument must be compile-time constant ERROR: 0:88: 'location' : cannot use in a block array where new locations are needed for each block element ERROR: 0:93: 'early_fragment_tests' : can only apply to a standalone qualifier ERROR: 5 compilation errors. No code generated. Shader version: 450 Requested GL_ARB_sparse_texture2 ERROR: node is still EOpNull! 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 Sequence 0:10 move second child to first child ( temp 2-component vector of float) 0:10 'v2' ( temp 2-component vector of float) 0:10 dPdxFine ( global 2-component vector of float) 0:10 'in2' ( smooth in 2-component vector of float) 0:11 Sequence 0:11 move second child to first child ( temp 3-component vector of float) 0:11 'v3' ( temp 3-component vector of float) 0:11 dPdyCoarse ( global 3-component vector of float) 0:11 'in3' ( smooth in 3-component vector of float) 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:12 'v4' ( temp 4-component vector of float) 0:12 fwidth ( global 4-component vector of float) 0:12 'in4' ( smooth in 4-component vector of float) 0:13 move second child to first child ( temp 4-component vector of float) 0:13 'v4' ( temp 4-component vector of float) 0:13 dPdyFine ( global 4-component vector of float) 0:13 'in4' ( smooth in 4-component vector of float) 0:14 move second child to first child ( temp 3-component vector of float) 0:14 'v3' ( temp 3-component vector of float) 0:14 dPdyFine ( global 3-component vector of float) 0:14 'in3' ( smooth in 3-component vector of float) 0:15 Sequence 0:15 move second child to first child ( temp float) 0:15 'f' ( temp float) 0:15 add ( temp float) 0:15 add ( temp float) 0:15 dPdx ( global float) 0:15 'in1' ( smooth in float) 0:15 dPdxFine ( global float) 0:15 'in1' ( smooth in float) 0:15 dPdxCoarse ( global float) 0:15 'in1' ( smooth in float) 0:16 move second child to first child ( temp 4-component vector of float) 0:16 'v4' ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 fwidthCoarse ( global 4-component vector of float) 0:16 'in4' ( smooth in 4-component vector of float) 0:16 fwidthFine ( global 4-component vector of float) 0:16 'in4' ( smooth in 4-component vector of float) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'cull' ( temp float) 0:18 direct index ( smooth temp float CullDistance) 0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:18 Constant: 0:18 2 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'consts' ( temp float) 0:19 Constant: 0:19 20.000000 0:21 Test condition and select ( temp void) 0:21 Condition 0:21 'gl_HelperInvocation' ( in bool HelperInvocation) 0:21 true case 0:22 Pre-Increment ( temp 4-component vector of float) 0:22 'v4' ( temp 4-component vector of float) 0:24 Sequence 0:24 move second child to first child ( temp int) 0:24 'sum' ( temp int) 0:24 Constant: 0:24 32 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 2-component vector of bool) 0:32 'b2' ( temp 2-component vector of bool) 0:32 mix ( global 2-component vector of bool) 0:32 Construct bvec2 ( temp 2-component vector of bool) 0:32 'b1' ( temp bool) 0:32 Construct bvec2 ( temp 2-component vector of bool) 0:32 'b3' ( temp bool) 0:32 Construct bvec2 ( temp 2-component vector of bool) 0:32 'b' ( temp bool) 0:33 Sequence 0:33 move second child to first child ( temp uint) 0:33 'um' ( temp uint) 0:33 mix ( global uint) 0:33 'uin' ( temp uint) 0:33 'uin' ( temp uint) 0:33 'b' ( temp bool) 0:34 Sequence 0:34 move second child to first child ( temp 3-component vector of int) 0:34 'im3' ( temp 3-component vector of int) 0:34 mix ( global 3-component vector of int) 0:34 Construct ivec3 ( temp 3-component vector of int) 0:34 Convert uint to int ( temp int) 0:34 'uin' ( temp uint) 0:34 Construct ivec3 ( temp 3-component vector of int) 0:34 Convert uint to int ( temp int) 0:34 'uin' ( temp uint) 0:34 Construct bvec3 ( temp 3-component vector of bool) 0:34 'b' ( temp bool) 0:42 Function Definition: foo( ( global void) 0:42 Function Parameters: 0:44 Sequence 0:44 Sequence 0:44 move second child to first child ( temp int) 0:44 's' ( temp int) 0:44 textureSamples ( global int) 0:44 's2dms' ( uniform sampler2DMS) 0:45 add second child into first child ( temp int) 0:45 's' ( temp int) 0:45 textureSamples ( global int) 0:45 'us2dmsa' ( uniform usampler2DMSArray) 0:46 add second child into first child ( temp int) 0:46 's' ( temp int) 0:46 imageQuerySamples ( global int) 0:46 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 0:47 add second child into first child ( temp int) 0:47 's' ( temp int) 0:47 imageQuerySamples ( global int) 0:47 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 0:48 Sequence 0:48 move second child to first child ( temp float) 0:48 'f' ( temp float) 0:48 imageAtomicExchange ( global float) 0:48 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 0:48 Convert float to int ( temp 3-component vector of int) 0:48 'in3' ( smooth in 3-component vector of float) 0:48 Constant: 0:48 2 (const int) 0:48 Constant: 0:48 4.500000 0:61 Function Definition: testOffsets( ( global void) 0:61 Function Parameters: 0:63 Sequence 0:63 Sequence 0:63 move second child to first child ( temp 4-component vector of float) 0:63 'texel' ( temp 4-component vector of float) 0:63 Constant: 0:63 0.000000 0:63 0.000000 0:63 0.000000 0:63 0.000000 0:64 Sequence 0:64 move second child to first child ( temp 4-component vector of int) 0:64 'itexel' ( temp 4-component vector of int) 0:64 Constant: 0:64 0 (const int) 0:64 0 (const int) 0:64 0 (const int) 0:64 0 (const int) 0:66 sparseTextureGatherOffsets ( global int) 0:66 's2D' ( uniform sampler2D) 0:66 'c2' ( smooth in 2-component vector of float) 0:66 Constant: 0:66 1 (const int) 0:66 2 (const int) 0:66 3 (const int) 0:66 4 (const int) 0:66 15 (const int) 0:66 16 (const int) 0:66 -2 (const int) 0:66 0 (const int) 0:66 'texel' ( temp 4-component vector of float) 0:67 sparseTextureGatherOffsets ( global int) 0:67 'is2DArray' ( uniform isampler2DArray) 0:67 'c3' ( smooth in 3-component vector of float) 0:67 Constant: 0:67 1 (const int) 0:67 2 (const int) 0:67 3 (const int) 0:67 4 (const int) 0:67 15 (const int) 0:67 16 (const int) 0:67 -2 (const int) 0:67 0 (const int) 0:67 'itexel' ( temp 4-component vector of int) 0:67 Constant: 0:67 2 (const int) 0:68 sparseTextureGatherOffsets ( global int) 0:68 's2DRectShadow' ( uniform sampler2DRectShadow) 0:68 'c2' ( smooth in 2-component vector of float) 0:68 Constant: 0:68 2.000000 0:68 Constant: 0:68 1 (const int) 0:68 2 (const int) 0:68 3 (const int) 0:68 4 (const int) 0:68 15 (const int) 0:68 16 (const int) 0:68 -2 (const int) 0:68 0 (const int) 0:68 'texel' ( temp 4-component vector of float) 0:70 sparseTextureGatherOffsets ( global int) 0:70 's2D' ( uniform sampler2D) 0:70 'c2' ( smooth in 2-component vector of float) 0:70 'offsets' ( flat in 4-element array of 2-component vector of int) 0:70 'texel' ( temp 4-component vector of float) 0:71 sparseTextureGatherOffsets ( global int) 0:71 'is2DArray' ( uniform isampler2DArray) 0:71 'c3' ( smooth in 3-component vector of float) 0:71 'offsets' ( flat in 4-element array of 2-component vector of int) 0:71 'itexel' ( temp 4-component vector of int) 0:71 Constant: 0:71 2 (const int) 0:72 sparseTextureGatherOffsets ( global int) 0:72 's2DRectShadow' ( uniform sampler2DRectShadow) 0:72 'c2' ( smooth in 2-component vector of float) 0:72 Constant: 0:72 2.000000 0:72 'offsets' ( flat in 4-element array of 2-component vector of int) 0:72 'texel' ( temp 4-component vector of float) 0:78 Function Definition: cull(i1; ( global float) 0:78 Function Parameters: 0:78 'i' ( in int) 0:80 Sequence 0:80 Branch: Return with expression 0:80 Test condition and select ( temp float) 0:80 Condition 0:80 Compare Greater Than or Equal ( temp bool) 0:80 'i' ( in int) 0:80 Constant: 0:80 6 (const int) 0:80 true case 0:80 direct index ( smooth temp float CullDistance) 0:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:80 Constant: 0:80 5 (const int) 0:80 false case 0:80 indirect index ( smooth temp float CullDistance) 0:80 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:80 'i' ( in int) 0:? Linker Objects 0:? 'in1' ( smooth in float) 0:? 'in2' ( smooth in 2-component vector of float) 0:? 'in3' ( smooth in 3-component vector of float) 0:? 'in4' ( smooth in 4-component vector of float) 0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:? 's2dms' ( uniform sampler2DMS) 0:? 'us2dmsa' ( uniform usampler2DMSArray) 0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 0:? 's2D' ( uniform sampler2D) 0:? 'is2DArray' ( uniform isampler2DArray) 0:? 's2DRectShadow' ( uniform sampler2DRectShadow) 0:? 'offsets' ( flat in 4-element array of 2-component vector of int) 0:? 'c2' ( smooth in 2-component vector of float) 0:? 'c3' ( smooth in 3-component vector of float) 0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m}) 0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g}) 0:? 'f' ( smooth in float) Linked fragment stage: Shader version: 450 Requested GL_ARB_sparse_texture2 ERROR: node is still EOpNull! 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 Sequence 0:10 move second child to first child ( temp 2-component vector of float) 0:10 'v2' ( temp 2-component vector of float) 0:10 dPdxFine ( global 2-component vector of float) 0:10 'in2' ( smooth in 2-component vector of float) 0:11 Sequence 0:11 move second child to first child ( temp 3-component vector of float) 0:11 'v3' ( temp 3-component vector of float) 0:11 dPdyCoarse ( global 3-component vector of float) 0:11 'in3' ( smooth in 3-component vector of float) 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:12 'v4' ( temp 4-component vector of float) 0:12 fwidth ( global 4-component vector of float) 0:12 'in4' ( smooth in 4-component vector of float) 0:13 move second child to first child ( temp 4-component vector of float) 0:13 'v4' ( temp 4-component vector of float) 0:13 dPdyFine ( global 4-component vector of float) 0:13 'in4' ( smooth in 4-component vector of float) 0:14 move second child to first child ( temp 3-component vector of float) 0:14 'v3' ( temp 3-component vector of float) 0:14 dPdyFine ( global 3-component vector of float) 0:14 'in3' ( smooth in 3-component vector of float) 0:15 Sequence 0:15 move second child to first child ( temp float) 0:15 'f' ( temp float) 0:15 add ( temp float) 0:15 add ( temp float) 0:15 dPdx ( global float) 0:15 'in1' ( smooth in float) 0:15 dPdxFine ( global float) 0:15 'in1' ( smooth in float) 0:15 dPdxCoarse ( global float) 0:15 'in1' ( smooth in float) 0:16 move second child to first child ( temp 4-component vector of float) 0:16 'v4' ( temp 4-component vector of float) 0:16 add ( temp 4-component vector of float) 0:16 fwidthCoarse ( global 4-component vector of float) 0:16 'in4' ( smooth in 4-component vector of float) 0:16 fwidthFine ( global 4-component vector of float) 0:16 'in4' ( smooth in 4-component vector of float) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'cull' ( temp float) 0:18 direct index ( smooth temp float CullDistance) 0:18 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:18 Constant: 0:18 2 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'consts' ( temp float) 0:19 Constant: 0:19 20.000000 0:21 Test condition and select ( temp void) 0:21 Condition 0:21 'gl_HelperInvocation' ( in bool HelperInvocation) 0:21 true case 0:22 Pre-Increment ( temp 4-component vector of float) 0:22 'v4' ( temp 4-component vector of float) 0:24 Sequence 0:24 move second child to first child ( temp int) 0:24 'sum' ( temp int) 0:24 Constant: 0:24 32 (const int) 0:32 Sequence 0:32 move second child to first child ( temp 2-component vector of bool) 0:32 'b2' ( temp 2-component vector of bool) 0:32 mix ( global 2-component vector of bool) 0:32 Construct bvec2 ( temp 2-component vector of bool) 0:32 'b1' ( temp bool) 0:32 Construct bvec2 ( temp 2-component vector of bool) 0:32 'b3' ( temp bool) 0:32 Construct bvec2 ( temp 2-component vector of bool) 0:32 'b' ( temp bool) 0:33 Sequence 0:33 move second child to first child ( temp uint) 0:33 'um' ( temp uint) 0:33 mix ( global uint) 0:33 'uin' ( temp uint) 0:33 'uin' ( temp uint) 0:33 'b' ( temp bool) 0:34 Sequence 0:34 move second child to first child ( temp 3-component vector of int) 0:34 'im3' ( temp 3-component vector of int) 0:34 mix ( global 3-component vector of int) 0:34 Construct ivec3 ( temp 3-component vector of int) 0:34 Convert uint to int ( temp int) 0:34 'uin' ( temp uint) 0:34 Construct ivec3 ( temp 3-component vector of int) 0:34 Convert uint to int ( temp int) 0:34 'uin' ( temp uint) 0:34 Construct bvec3 ( temp 3-component vector of bool) 0:34 'b' ( temp bool) 0:? Linker Objects 0:? 'in1' ( smooth in float) 0:? 'in2' ( smooth in 2-component vector of float) 0:? 'in3' ( smooth in 3-component vector of float) 0:? 'in4' ( smooth in 4-component vector of float) 0:? 'gl_CullDistance' ( smooth in 6-element array of float CullDistance) 0:? 's2dms' ( uniform sampler2DMS) 0:? 'us2dmsa' ( uniform usampler2DMSArray) 0:? 'ii2dms' (layout( rgba32i) uniform iimage2DMS) 0:? 'i2dmsa' (layout( rgba32f) uniform image2DMSArray) 0:? 's2D' ( uniform sampler2D) 0:? 'is2DArray' ( uniform isampler2DArray) 0:? 's2DRectShadow' ( uniform sampler2DRectShadow) 0:? 'offsets' ( flat in 4-element array of 2-component vector of int) 0:? 'c2' ( smooth in 2-component vector of float) 0:? 'c3' ( smooth in 3-component vector of float) 0:? 'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m}) 0:? 'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g}) 0:? 'f' ( smooth in float)