Lines Matching +full:- +full:out
21 ERROR: 0:66: 'component' : doubles cannot start on an odd-numbered component
42 ERROR: 0:159: 'xfb_offset' : type contains double or 64-bit integer; xfb_offset must be a multiple …
44 ERROR: 0:162: 'xfb_offset' : type contains double or 64-bit integer; xfb_offset must be a multiple …
55 ERROR: 0:193: 'assign' : l-value required "gl_BaseVertexARB" (can't modify shader input)
56 ERROR: 0:194: 'assign' : l-value required "gl_BaseInstanceARB" (can't modify shader input)
57 ERROR: 0:195: 'assign' : l-value required "gl_DrawIDARB" (can't modify shader input)
98 0:? 'a' (layout( location=2 component=2) in 2-component vector of float)
100 0:? 'c' (layout( location=3 component=2) in 3-component vector of float)
101 0:? 'd' (layout( location=0 component=3) in 4-element array of float)
102 0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float)
103 0:? 'f' (layout( location=4 component=3) in 5-element array of float)
104 0:? 'g' (layout( location=9) in 6-element array of float)
105 0:? 'h' (layout( location=4 component=2) in 2-component vector of float)
106 0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float)
107 0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float)
108 0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float)
109 0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float)
110 0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float)
111 0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float)
112 0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float)
113 0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of f…
114 0:? 's' (layout( location=15 component=3) smooth out float)
115 0:? 't' (layout( location=10 component=1) smooth out float)
116 0:? 'u' (layout( location=20 component=2) smooth out float)
117 0:? 'v' (layout( location=20 component=0) smooth out float)
118 0:? 'w' (layout( location=20 component=3) smooth out float)
119 0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float)
120 0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float)
121 0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float)
122 0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float)
123 0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a})
124 0:? 'bb' (layout( location=34 component=1) out block{ out int a})
125 0:? 'bc' (layout( location=4095 component=1) smooth out float)
126 …out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float…
127 0:? 'be' (layout( location=50 component=3) smooth out int)
128 0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float)
129 0:? 'dfo' (layout( location=51 component=1) smooth out double)
130 0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double)
131 0:? 'dfo2' (layout( location=53) smooth out double)
132 0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float)
133 0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double)
134 0:? 'overf' (layout( location=55) smooth out float)
135 0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float)
136 0:? 'sf2o' (layout( location=56 component=3) smooth out float)
137 0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float)
138 0:? 'sf4o' (layout( location=57 component=3) smooth out float)
139 0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double)
140 0:? 'dfo3' (layout( location=59 component=2) flat out double)
141 0:? 'dfo4' (layout( location=59 component=0) flat out double)
142 0:? 'bbinst1' ( out block{ out 4-component vector of float bbv})
143 0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float b…
144 0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float b…
145 …r shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of f…
146 0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of fl…
147 0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of fl…
148 …b_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, l…
149 …out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buf…
150 …out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buf…
151 0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float)
152 0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int)
153 0:? 'bl' (layout( xfb_stride=48) smooth out float)
154 …' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, l…
155 …out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out st…
156 …out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out s…
157 0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float)
158 …out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb…
159 0:? 'anon@0' ( out block{layout( xfb_buffer=3 xfb_offset=36) gl_Position 4-component vector of …
169 ERROR: Linking vertex stage: xfb_stride must be multiple of 8 for buffer holding a double or 64-bit…
183 0:? 'a' (layout( location=2 component=2) in 2-component vector of float)
185 0:? 'c' (layout( location=3 component=2) in 3-component vector of float)
186 0:? 'd' (layout( location=0 component=3) in 4-element array of float)
187 0:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float)
188 0:? 'f' (layout( location=4 component=3) in 5-element array of float)
189 0:? 'g' (layout( location=9) in 6-element array of float)
190 0:? 'h' (layout( location=4 component=2) in 2-component vector of float)
191 0:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float)
192 0:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float)
193 0:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float)
194 0:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float)
195 0:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float)
196 0:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float)
197 0:? 'q' (layout( location=10 component=3) smooth out 6-element array of float)
198 0:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of f…
199 0:? 's' (layout( location=15 component=3) smooth out float)
200 0:? 't' (layout( location=10 component=1) smooth out float)
201 0:? 'u' (layout( location=20 component=2) smooth out float)
202 0:? 'v' (layout( location=20 component=0) smooth out float)
203 0:? 'w' (layout( location=20 component=3) smooth out float)
204 0:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float)
205 0:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float)
206 0:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float)
207 0:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float)
208 0:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a})
209 0:? 'bb' (layout( location=34 component=1) out block{ out int a})
210 0:? 'bc' (layout( location=4095 component=1) smooth out float)
211 …out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float…
212 0:? 'be' (layout( location=50 component=3) smooth out int)
213 0:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float)
214 0:? 'dfo' (layout( location=51 component=1) smooth out double)
215 0:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double)
216 0:? 'dfo2' (layout( location=53) smooth out double)
217 0:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float)
218 0:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double)
219 0:? 'overf' (layout( location=55) smooth out float)
220 0:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float)
221 0:? 'sf2o' (layout( location=56 component=3) smooth out float)
222 0:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float)
223 0:? 'sf4o' (layout( location=57 component=3) smooth out float)
224 0:? 'dv3o2' (layout( location=58) flat out 3-component vector of double)
225 0:? 'dfo3' (layout( location=59 component=2) flat out double)
226 0:? 'dfo4' (layout( location=59 component=0) flat out double)
227 0:? 'bbinst1' ( out block{ out 4-component vector of float bbv})
228 0:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float b…
229 0:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float b…
230 …r shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of f…
231 0:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of fl…
232 0:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of fl…
233 …b_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, l…
234 …out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buf…
235 …out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buf…
236 0:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float)
237 0:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int)
238 0:? 'bl' (layout( xfb_stride=48) smooth out float)
239 …' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, l…
240 …out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out st…
241 …out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out s…
242 0:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float)
243 …out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb…
244 0:? 'anon@0' ( out block{layout( xfb_buffer=3 xfb_offset=36) gl_Position 4-component vector of …