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Mesa GLSL error

Aug 14th, 2024
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  1. Debug: building generic shader permutation with macro: GENERIC_2D
  2. Warn: #version 460 core
  3. #define HAVE_EXT_gpu_shader4 1
  4. #define HAVE_ARB_gpu_shader5 1
  5. #define HAVE_ARB_texture_gather 1
  6. #define HAVE_EXT_texture_integer 1
  7. #define HAVE_ARB_texture_rg 1
  8. #define HAVE_ARB_uniform_buffer_object 1
  9. #extension GL_ARB_shader_draw_parameters : require
  10. #define HAVE_ARB_shader_draw_parameters 1
  11. #define HAVE_ARB_shader_storage_buffer_object 1
  12. #ifndef r_AmbientScale
  13. #define r_AmbientScale 1.00000000e+00
  14. #endif
  15. #ifndef r_SpecularScale
  16. #define r_SpecularScale 1.00000000e+00
  17. #endif
  18. #ifndef r_zNear
  19. #define r_zNear 3.00000000e+00
  20. #endif
  21. #ifndef M_PI
  22. #define M_PI 3.14159274e+00
  23. #endif
  24. #ifndef MAX_SHADOWMAPS
  25. #define MAX_SHADOWMAPS 5
  26. #endif
  27. #ifndef MAX_REF_LIGHTS
  28. #define MAX_REF_LIGHTS 1024
  29. #endif
  30. #ifndef TILE_SIZE
  31. #define TILE_SIZE 16
  32. #endif
  33. #ifndef r_FBufSize
  34. #define r_FBufSize vec2(6.40000000e+02, 4.80000000e+02)
  35. #endif
  36. #ifndef r_tileStep
  37. #define r_tileStep vec2(2.50000004e-02, 3.33333351e-02)
  38. #endif
  39. #ifndef r_highPrecisionRendering
  40. #define r_highPrecisionRendering 1
  41. #endif
  42. #ifndef r_precomputedLighting
  43. #define r_precomputedLighting 1
  44. #endif
  45. #ifndef r_vertexSkinning
  46. #define r_vertexSkinning 1
  47. #endif
  48. const int MAX_GLSL_BONES = 256;
  49. #ifndef r_halfLambertLighting
  50. #define r_halfLambertLighting 1
  51. #endif
  52. #ifndef r_glowMapping
  53. #define r_glowMapping 1
  54. #endif
  55. #ifndef r_zNear
  56. #define r_zNear 3.00000000e+00
  57. #endif
  58. #define IN in
  59. #define OUT(mode) mode out
  60. #define textureCube texture
  61. #define texture2D texture
  62. #define texture2DProj textureProj
  63. #define texture3D texture
  64. OUT(flat) int in_drawID;
  65. OUT(flat) int in_baseInstance;
  66. #define drawID gl_DrawIDARB
  67. #define baseInstance gl_BaseInstanceARB
  68.  
  69. #ifndef GENERIC_2D
  70. #define GENERIC_2D 1
  71. #endif
  72. /*
  73. ===========================================================================
  74. Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
  75.  
  76. This file is part of XreaL source code.
  77.  
  78. XreaL source code is free software; you can redistribute it
  79. and/or modify it under the terms of the GNU General Public License as
  80. published by the Free Software Foundation; either version 2 of the License,
  81. or (at your option) any later version.
  82.  
  83. XreaL source code is distributed in the hope that it will be
  84. useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  85. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  86. GNU General Public License for more details.
  87.  
  88. You should have received a copy of the GNU General Public License
  89. along with XreaL source code; if not, write to the Free Software
  90. Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  91. ===========================================================================
  92. */
  93.  
  94. /* generic_vp.glsl */
  95.  
  96. #line 10000 // vertexSimple_vp.glsl
  97. /*
  98. ===========================================================================
  99. Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
  100.  
  101. This file is part of XreaL source code.
  102.  
  103. XreaL source code is free software; you can redistribute it
  104. and/or modify it under the terms of the GNU General Public License as
  105. published by the Free Software Foundation; either version 2 of the License,
  106. or (at your option) any later version.
  107.  
  108. XreaL source code is distributed in the hope that it will be
  109. useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  110. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  111. GNU General Public License for more details.
  112.  
  113. You should have received a copy of the GNU General Public License
  114. along with XreaL source code; if not, write to the Free Software
  115. Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  116. ===========================================================================
  117. */
  118. // vertexSimple_vp.glsl - simple vertex fetch
  119.  
  120. struct localBasis {
  121.     vec3 normal;
  122.     vec3 tangent, binormal;
  123. };
  124.  
  125. vec3 QuatTransVec(in vec4 quat, in vec3 vec) {
  126.     vec3 tmp = 2.0 * cross( quat.xyz, vec );
  127.     return vec + quat.w * tmp + cross( quat.xyz, tmp );
  128. }
  129.  
  130. void QTangentToLocalBasis( in vec4 qtangent, out localBasis LB ) {
  131.     LB.normal = QuatTransVec( qtangent, vec3( 0.0, 0.0, 1.0 ) );
  132.     LB.tangent = QuatTransVec( qtangent, vec3( 1.0, 0.0, 0.0 ) );
  133.     LB.tangent *= sign( qtangent.w );
  134.     LB.binormal = QuatTransVec( qtangent, vec3( 0.0, 1.0, 0.0 ) );
  135. }
  136.  
  137. #if !defined(USE_VERTEX_ANIMATION) && !defined(USE_VERTEX_SKINNING) && !defined(USE_VERTEX_SPRITE)
  138.  
  139. IN vec3 attr_Position;
  140. IN vec4 attr_Color;
  141. IN vec4 attr_QTangent;
  142. IN vec4 attr_TexCoord0;
  143.  
  144. void VertexFetch(out vec4 position,
  145.          out localBasis normalBasis,
  146.          out vec4 color,
  147.          out vec2 texCoord,
  148.          out vec2 lmCoord)
  149. {
  150.     position = vec4( attr_Position, 1.0 );
  151.     QTangentToLocalBasis( attr_QTangent, normalBasis );
  152.     color    = attr_Color;
  153.     texCoord = attr_TexCoord0.xy;
  154.     lmCoord  = attr_TexCoord0.zw;
  155. }
  156. #endif
  157. #line 94
  158. #line 20000 // vertexSkinning_vp.glsl
  159. /*
  160. ===========================================================================
  161. Copyright (C) 2009-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
  162.  
  163. This file is part of XreaL source code.
  164.  
  165. XreaL source code is free software; you can redistribute it
  166. and/or modify it under the terms of the GNU General Public License as
  167. published by the Free Software Foundation; either version 2 of the License,
  168. or (at your option) any later version.
  169.  
  170. XreaL source code is distributed in the hope that it will be
  171. useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  172. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  173. GNU General Public License for more details.
  174.  
  175. You should have received a copy of the GNU General Public License
  176. along with XreaL source code; if not, write to the Free Software
  177. Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  178. ===========================================================================
  179. */
  180. // vertexSkinning_vp.glsl - GPU vertex skinning for skeletal meshes
  181.  
  182. #if defined(USE_VERTEX_SKINNING)
  183.  
  184. IN vec3 attr_Position;
  185. IN vec2 attr_TexCoord0;
  186. IN vec4 attr_Color;
  187. IN vec4 attr_QTangent;
  188. IN vec4 attr_BoneFactors;
  189.  
  190. // even elements are rotation quat, odd elements are translation + scale (in .w)
  191. uniform vec4 u_Bones[ 2 * MAX_GLSL_BONES ];
  192.  
  193. void VertexFetch(out vec4 position,
  194.          out localBasis LB,
  195.          out vec4 color,
  196.          out vec2 texCoord,
  197.          out vec2 lmCoord)
  198. {
  199.     const float scale = 1.0 / 256.0;
  200.     const float weightScale = 1.0 / 255.0;
  201.     localBasis inLB;
  202.  
  203.     // Unpack data from "bone factors". This used to have the index in the high byte and the weight
  204.     // in the low byte, which may seem a bit more logical, but it triggered issues with some
  205.     // Nvidia shader compilers (https://github.com/DaemonEngine/Daemon/issues/472).
  206.     vec4 ipart = floor( attr_BoneFactors * scale );
  207.     vec4 fpart = attr_BoneFactors * scale - ipart;
  208.     // idx = 2 times the original bone index (the index input to boneFactor)
  209.     ivec4 idx = ivec4( fpart * 512.0 );
  210.     vec4 weights = ipart * weightScale;
  211.  
  212.     vec4 quat = u_Bones[ idx.x ];
  213.     vec4 trans = u_Bones[ idx.x + 1 ];
  214.  
  215.     QTangentToLocalBasis( attr_QTangent, inLB );
  216.  
  217.     position.xyz = weights.x * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  218.     LB.normal = weights.x * (QuatTransVec( quat, inLB.normal ));
  219.     LB.tangent = weights.x * (QuatTransVec( quat, inLB.tangent ));
  220.     LB.binormal = weights.x * (QuatTransVec( quat, inLB.binormal ));
  221.  
  222.     quat = u_Bones[ idx.y ];
  223.     trans = u_Bones[ idx.y + 1 ];
  224.  
  225.     position.xyz += weights.y * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  226.     LB.normal += weights.y * (QuatTransVec( quat, inLB.normal ));
  227.     LB.tangent += weights.y * (QuatTransVec( quat, inLB.tangent ));
  228.     LB.binormal += weights.y * (QuatTransVec( quat, inLB.binormal ));
  229.  
  230.     quat = u_Bones[ idx.z ];
  231.     trans = u_Bones[ idx.z + 1 ];
  232.  
  233.     position.xyz += weights.z * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  234.     LB.normal += weights.z * (QuatTransVec( quat, inLB.normal ));
  235.     LB.tangent += weights.z * (QuatTransVec( quat, inLB.tangent ));
  236.     LB.binormal += weights.z * (QuatTransVec( quat, inLB.binormal ));
  237.  
  238.     quat = u_Bones[ idx.w ];
  239.     trans = u_Bones[ idx.w + 1 ];
  240.  
  241.     position.xyz += weights.w * (QuatTransVec( quat, attr_Position ) * trans.w + trans.xyz);
  242.     LB.normal += weights.w * (QuatTransVec( quat, inLB.normal ));
  243.     LB.tangent += weights.w * (QuatTransVec( quat, inLB.tangent ));
  244.     LB.binormal += weights.w * (QuatTransVec( quat, inLB.binormal ));
  245.  
  246.     position.w = 1.0;
  247.     LB.normal   = normalize(LB.normal);
  248.     LB.tangent  = normalize(LB.tangent);
  249.     LB.binormal = normalize(LB.binormal);
  250.  
  251.     color    = attr_Color;
  252.     texCoord = attr_TexCoord0;
  253.     lmCoord  = attr_TexCoord0;
  254. }
  255. #endif
  256. #line 95
  257. #line 30000 // vertexAnimation_vp.glsl
  258. /*
  259. ===========================================================================
  260. Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
  261.  
  262. This file is part of XreaL source code.
  263.  
  264. XreaL source code is free software; you can redistribute it
  265. and/or modify it under the terms of the GNU General Public License as
  266. published by the Free Software Foundation; either version 2 of the License,
  267. or (at your option) any later version.
  268.  
  269. XreaL source code is distributed in the hope that it will be
  270. useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  271. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  272. GNU General Public License for more details.
  273.  
  274. You should have received a copy of the GNU General Public License
  275. along with XreaL source code; if not, write to the Free Software
  276. Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  277. ===========================================================================
  278. */
  279. // vertexAnimation_vp.glsl - interpolates .md3/.mdc vertex animations
  280.  
  281. #if defined(USE_VERTEX_ANIMATION)
  282.  
  283. IN vec3 attr_Position;
  284. IN vec4 attr_Color;
  285. IN vec4 attr_QTangent;
  286. IN vec2 attr_TexCoord0;
  287. IN vec3 attr_Position2;
  288. IN vec4 attr_QTangent2;
  289.  
  290. uniform float u_VertexInterpolation;
  291.  
  292. void VertexAnimation_P_N(   vec3 fromPosition, vec3 toPosition,
  293.                 vec4 fromQTangent, vec4 toQTangent,
  294.                 float frac,
  295.                 inout vec4 position, inout vec3 normal)
  296. {
  297.     vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
  298.     vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );
  299.  
  300.     position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
  301.     position.w = 1;
  302.  
  303.     normal = normalize(mix(fromNormal, toNormal, frac));
  304. }
  305.  
  306. void VertexFetch(out vec4 position,
  307.          out localBasis LB,
  308.          out vec4 color,
  309.          out vec2 texCoord,
  310.          out vec2 lmCoord)
  311. {
  312.     localBasis fromLB, toLB;
  313.  
  314.     QTangentToLocalBasis( attr_QTangent, fromLB );
  315.     QTangentToLocalBasis( attr_QTangent2, toLB );
  316.  
  317.     position.xyz = 512.0 * mix(attr_Position, attr_Position2, u_VertexInterpolation);
  318.     position.w = 1;
  319.  
  320.     LB.normal = normalize(mix(fromLB.normal, toLB.normal, u_VertexInterpolation));
  321.     LB.tangent = normalize(mix(fromLB.tangent, toLB.tangent, u_VertexInterpolation));
  322.     LB.binormal = normalize(mix(fromLB.binormal, toLB.binormal, u_VertexInterpolation));
  323.  
  324.     color    = attr_Color;
  325.     texCoord = attr_TexCoord0;
  326.     lmCoord  = attr_TexCoord0;
  327. }
  328. #endif
  329. #line 96
  330. #line 40000 // vertexSprite_vp.glsl
  331. /*
  332. ===========================================================================
  333. Copyright (C) 2010 Robert Beckebans <trebor_7@users.sourceforge.net>
  334.  
  335. This file is part of XreaL source code.
  336.  
  337. XreaL source code is free software; you can redistribute it
  338. and/or modify it under the terms of the GNU General Public License as
  339. published by the Free Software Foundation; either version 2 of the License,
  340. or (at your option) any later version.
  341.  
  342. XreaL source code is distributed in the hope that it will be
  343. useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
  344. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  345. GNU General Public License for more details.
  346.  
  347. You should have received a copy of the GNU General Public License
  348. along with XreaL source code; if not, write to the Free Software
  349. Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
  350. ===========================================================================
  351. */
  352. // vertexSprite_vp.glsl - sprite vertex fetch
  353.  
  354. #if defined(USE_VERTEX_SPRITE)
  355.  
  356. IN vec3 attr_Position;
  357. IN vec4 attr_Color;
  358. IN vec4 attr_TexCoord0;
  359. IN vec4 attr_Orientation;
  360.  
  361. uniform vec3 u_ViewOrigin;
  362. uniform vec3 u_ViewUp;
  363.  
  364. float           depthScale;
  365.  
  366. void VertexFetch(out vec4 position,
  367.          out localBasis normalBasis,
  368.          out vec4 color,
  369.          out vec2 texCoord,
  370.          out vec2 lmCoord)
  371. {
  372.     vec2 corner;
  373.     float radius = attr_Orientation.w;
  374.     vec3 normal = normalize( u_ViewOrigin - attr_Position ), up, left;
  375.     float s, c; // sin & cos of rotation factor
  376.  
  377.     corner = sign( attr_TexCoord0.zw );
  378.  
  379.     if( radius <= 0.0 ) {
  380.         // autosprite2 mode, attr_Orientation.xyz contains the up-vector
  381.         up = attr_Orientation.xyz;
  382.         left = radius * normalize( cross( up, normal ) );
  383.         position = vec4( attr_Position + corner.y * left, 1.0 );
  384.     } else {
  385.         // autosprite mode, attr_Orientation.x contains the rotation angle
  386.         left = normalize( cross( u_ViewUp, normal ) );
  387.         up = cross( left, normal );
  388.  
  389.         s = radius * sin( radians( attr_Orientation.x ) );
  390.         c = radius * cos( radians( attr_Orientation.x ) );
  391.  
  392.         // rotate left and up vectors
  393.         vec3 leftOrig = left;
  394.         left = c * left + s * up;
  395.         up = c * up - s * leftOrig;
  396.  
  397.         left *= corner.x;
  398.         up *= corner.y;
  399.  
  400.         position = vec4( attr_Position + left + up, 1.0 );
  401.     }
  402.     normalBasis.normal = normal;
  403.     normalBasis.tangent = normalize( up );
  404.     normalBasis.binormal = normalize( left );
  405.  
  406.     texCoord = 0.5 * corner + 0.5; //attr_TexCoord0.xy;
  407.     lmCoord  = abs( attr_TexCoord0.zw );
  408.     color    = attr_Color;
  409.  
  410.     depthScale = 2.0 * radius;
  411. }
  412. #endif
  413. #line 97
  414.  
  415. uniform mat4        u_TextureMatrix;
  416. #if !defined(USE_VERTEX_SPRITE)
  417. uniform vec3        u_ViewOrigin;
  418. #endif
  419.  
  420. uniform float       u_Time;
  421.  
  422. uniform vec4        u_ColorModulate;
  423. uniform vec4        u_Color;
  424. #if defined(USE_TCGEN_ENVIRONMENT)
  425. uniform mat4        u_ModelMatrix;
  426. #endif
  427. uniform mat4        u_ModelViewProjectionMatrix;
  428.  
  429. #if defined(USE_VERTEX_SPRITE)
  430. OUT(smooth) vec2    var_FadeDepth;
  431. uniform mat4        u_ProjectionMatrixTranspose;
  432. #elif defined(USE_DEPTH_FADE)
  433. uniform float           u_DepthScale;
  434. OUT(smooth) vec2    var_FadeDepth;
  435. #endif
  436.  
  437. OUT(smooth) vec2    var_TexCoords;
  438. OUT(smooth) vec4    var_Color;
  439.  
  440. void DeformVertex( inout vec4 pos,
  441.            inout vec3 normal,
  442.            inout vec2 st,
  443.            inout vec4 color,
  444.            in    float time);
  445.  
  446. void    main()
  447. {
  448. #line 50000 // material_vp.glsl
  449. /*
  450. ===========================================================================
  451.  
  452. Daemon BSD Source Code
  453. Copyright (c) 2024 Daemon Developers
  454. All rights reserved.
  455.  
  456. This file is part of the Daemon BSD Source Code (Daemon Source Code).
  457.  
  458. Redistribution and use in source and binary forms, with or without
  459. modification, are permitted provided that the following conditions are met:
  460.     * Redistributions of source code must retain the above copyright
  461.       notice, this list of conditions and the following disclaimer.
  462.     * Redistributions in binary form must reproduce the above copyright
  463.       notice, this list of conditions and the following disclaimer in the
  464.       documentation and/or other materials provided with the distribution.
  465.     * Neither the name of the Daemon developers nor the
  466.       names of its contributors may be used to endorse or promote products
  467.       derived from this software without specific prior written permission.
  468.  
  469. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
  470. ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  471. WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  472. DISCLAIMED. IN NO EVENT SHALL DAEMON DEVELOPERS BE LIABLE FOR ANY
  473. DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  474. (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  475. LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  476. ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  477. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  478. SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  479.  
  480. ===========================================================================
  481. */
  482.  
  483. /* material_vp.glsl */
  484.  
  485. #if defined(USE_MATERIAL_SYSTEM)
  486.  
  487. #ifdef HAVE_ARB_shader_draw_parameters
  488.   in_drawID = drawID;
  489.   in_baseInstance = baseInstance;
  490. #endif // !HAVE_ARB_shader_draw_parameters
  491.  
  492. #endif // !USE_MATERIAL_SYSTEM
  493. #line 132
  494.     a
  495.  
  496.     vec4 position;
  497.     localBasis LB;
  498.     vec4 color;
  499.     vec2 texCoord, lmCoord;
  500.  
  501.     VertexFetch( position, LB, color, texCoord, lmCoord );
  502.     color = color * u_ColorModulate + u_Color;
  503.  
  504.     DeformVertex( position,
  505.               LB.normal,
  506.               texCoord,
  507.               color,
  508.               u_Time);
  509.  
  510.     // transform vertex position into homogenous clip-space
  511.     gl_Position = u_ModelViewProjectionMatrix * position;
  512.  
  513.     // transform texcoords
  514. #if defined(USE_TCGEN_ENVIRONMENT)
  515.     {
  516.         // TODO: Explain why only the rotational part of u_ModelMatrix is relevant
  517.         position.xyz = mat3(u_ModelMatrix) * position.xyz;
  518.  
  519.         vec3 viewer = normalize(u_ViewOrigin - position.xyz);
  520.  
  521.         float d = dot(LB.normal, viewer);
  522.  
  523.         vec3 reflected = LB.normal * 2.0 * d - viewer;
  524.  
  525.         var_TexCoords = 0.5 + vec2(0.5, -0.5) * reflected.yz;
  526.     }
  527. #elif defined(USE_TCGEN_LIGHTMAP)
  528.     var_TexCoords = (u_TextureMatrix * vec4(lmCoord, 0.0, 1.0)).xy;
  529. #else
  530.     var_TexCoords = (u_TextureMatrix * vec4(texCoord, 0.0, 1.0)).xy;
  531. #endif
  532.  
  533. #if defined(USE_DEPTH_FADE)
  534.     // compute z of end of fading effect
  535.     vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - u_DepthScale * vec4(LB.normal, 0.0));
  536.     var_FadeDepth = fadeDepth.zw;
  537. #elif defined(USE_VERTEX_SPRITE)
  538.     vec4 fadeDepth = u_ModelViewProjectionMatrix * (position - depthScale * vec4(LB.normal, 0.0));
  539.     var_FadeDepth = fadeDepth.zw;
  540. #endif
  541.  
  542.     var_Color = color;
  543. }
  544.  
  545. Warn: line: 134 ch: 2 token:  err: 0:134(2): error: syntax error, unexpected BASIC_TYPE_TOK, expecting ',' or ';'
  546. Warn: Unhandled exception (St12length_error): basic_string::_M_replace_aux
  547.  
  548. -------------------------------
  549. terminate called after throwing an instance of 'std::length_error'
  550.   what():  basic_string::_M_replace_aux
  551.  
  552. Thread 1 (Thread 0x799f15560a80 (LWP 259377) "daemon"):
  553. #0  __pthread_kill_implementation (no_tid=0, signo=6, threadid=<optimized out>) at ./nptl/pthread_kill.c:44
  554. #1  __pthread_kill_internal (signo=6, threadid=<optimized out>) at ./nptl/pthread_kill.c:78
  555. #2  __GI___pthread_kill (threadid=<optimized out>, signo=signo@entry=6) at ./nptl/pthread_kill.c:89
  556. #3  0x0000799f1704526e in __GI_raise (sig=sig@entry=6) at ../sysdeps/posix/raise.c:26
  557. #4  0x0000799f170288ff in __GI_abort () at ./stdlib/abort.c:79
  558. #5  0x0000799f174a5ffe in __gnu_cxx::__verbose_terminate_handler () at ../../../../src/libstdc++-v3/libsupc++/vterminate.cc:95
  559. #6  0x0000799f174bae9c in __cxxabiv1::__terminate (handler=<optimized out>) at ../../../../src/libstdc++-v3/libsupc++/eh_terminate.cc:48
  560. #7  0x0000799f174a5a49 in std::terminate () at ../../../../src/libstdc++-v3/libsupc++/eh_terminate.cc:58
  561. #8  0x0000799f174bb128 in __cxxabiv1::__cxa_throw (obj=<optimized out>, tinfo=0x799f1766de88 <typeinfo for std::length_error>, dest=0x799f174d0c30 <std::length_error::~length_error()>) at ../../../../src/libstdc++-v3/libsupc++/eh_throw.cc:98
  562. #9  0x0000799f174a9381 in std::__throw_length_error (__s=__s@entry=0x799f175ddecf "basic_string::_M_replace_aux") at ../../../../../src/libstdc++-v3/src/c++11/functexcept.cc:82
  563. #10 0x0000799f17563d16 in std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_check_length (this=<optimized out>, __n1=<optimized out>, __n2=18446744073709551614, __s=0x799f175ddecf "basic_string::_M_replace_aux") at /build/gcc-14-OQFzmN/gcc-14-14-20240412/build/x86_64-linux-gnu/libstdc++-v3/include/bits/basic_string.h:405
  564. #11 std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >::_M_replace_aux (this=<optimized out>, __pos1=<optimized out>, __n1=<optimized out>, __n2=18446744073709551614, __c=<optimized out>) at /build/gcc-14-OQFzmN/gcc-14-14-20240412/build/x86_64-linux-gnu/libstdc++-v3/include/bits/basic_string.tcc:454
  565. #12 0x00005f5cb068e09e in GLShaderManager::PrintShaderSource (this=0x5f5cb112bd80 <gl_shaderManager>, programName=..., object=2, infoLog=std::vector of length 1, capacity 1 = {...}) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1525
  566. #13 0x00005f5cb068d6ff in GLShaderManager::CompileShader (this=0x5f5cb112bd80 <gl_shaderManager>, programName=..., shaderText=..., headers=std::initializer_list of length 4 = {...}, shaderType=35633) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1446
  567. #14 0x00005f5cb068c0e9 in GLShaderManager::CompileGPUShaders (this=0x5f5cb112bd80 <gl_shaderManager>, shader=0x5f5cb335c820, program=0x5f5cb335cfb0, compileMacros="GENERIC_2D ") at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1255
  568. #15 0x00005f5cb068c46e in GLShaderManager::CompileAndLinkGPUShaderProgram (this=0x5f5cb112bd80 <gl_shaderManager>, shader=0x5f5cb335c820, program=0x5f5cb335cfb0, compileMacros=..., deformIndex=0) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:1287
  569. #16 0x00005f5cb068a0fc in GLShaderManager::buildPermutation (this=0x5f5cb112bd80 <gl_shaderManager>, shader=0x5f5cb335c820, macroIndex=0, deformIndex=0) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:920
  570. #17 0x00005f5cb0690bdc in GLShader::BindProgram (this=0x5f5cb335c820, deformIndex=0) at Unvanquished/daemon/src/engine/renderer/gl_shader.cpp:2091
  571. #18 0x00005f5cb078f481 in Render_generic2D (pStage=0x799f13703940) at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:809
  572. #19 0x00005f5cb078fc19 in Render_generic (pStage=0x799f13703940) at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:975
  573. #20 0x00005f5cb079554c in Tess_StageIteratorColor () at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:2922
  574. #21 0x00005f5cb0795e57 in Tess_End () at Unvanquished/daemon/src/engine/renderer/tr_shade.cpp:3160
  575. #22 0x00005f5cb06ddce5 in Poly2dIndexedCommand::ExecuteSelf (this=0x799ef7c910b4) at Unvanquished/daemon/src/engine/renderer/tr_backend.cpp:5275
  576. #23 0x00005f5cb06e012f in RB_ExecuteRenderCommands (data=0x799ef7c9104c) at Unvanquished/daemon/src/engine/renderer/tr_backend.cpp:6046
  577. #24 0x00005f5cb0703342 in R_IssueRenderCommands (runPerformanceCounters=true) at Unvanquished/daemon/src/engine/renderer/tr_cmds.cpp:183
  578. #25 0x00005f5cb07043e6 in RE_EndFrame (frontEndMsec=0x0, backEndMsec=0x0) at Unvanquished/daemon/src/engine/renderer/tr_cmds.cpp:889
  579. #26 0x00005f5cb0624ee2 in SCR_UpdateScreen () at Unvanquished/daemon/src/engine/client/cl_scrn.cpp:327
  580. #27 0x00005f5cb0612019 in CL_MapLoading () at Unvanquished/daemon/src/engine/client/cl_main.cpp:742
  581. #28 0x00005f5cb057e201 in SV_SpawnServer (pakname="map-plat23", mapname="plat23") at Unvanquished/daemon/src/engine/server/sv_init.cpp:437
  582. #29 0x00005f5cb056b8b4 in MapCmd::Run (this=0x5f5cb092e300 <DevmapCmdRegistration>, args=...) at Unvanquished/daemon/src/engine/server/sv_ccmds.cpp:99
  583. #30 0x00005f5cb086a972 in Cmd::ExecuteCommand (command=..., parseCvars=false, env=0x0) at Unvanquished/daemon/src/engine/framework/CommandSystem.cpp:215
  584. #31 0x00005f5cb086a131 in Cmd::ExecuteCommandBuffer () at Unvanquished/daemon/src/engine/framework/CommandSystem.cpp:93
  585. #32 0x00005f5cb053a123 in Com_Frame () at Unvanquished/daemon/src/engine/qcommon/common.cpp:904
  586. #33 0x00005f5cb07f19ef in Application::ClientApplication::Frame (this=0x5f5cb1324fe0 <Application::GetApp()::app>) at Unvanquished/daemon/src/engine/client/ClientApplication.cpp:96
  587. #34 0x00005f5cb085a53b in Application::Frame () at Unvanquished/daemon/src/engine/framework/Application.cpp:87
  588. #35 0x00005f5cb089bb46 in main (argc=60, argv=0x7ffead3b26b8) at Unvanquished/daemon/src/engine/framework/System.cpp:793
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