glslang/Test/vulkan.vert

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#version 450
layout(input_attachment_index = 2) uniform subpassInput subD1; // ERROR, not this stage
layout(input_attachment_index = 2) uniform isubpassInput subD2; // ERROR, not this stage
layout(input_attachment_index = 2) uniform usubpassInput subD3; // ERROR, not this stage
layout(input_attachment_index = 2) uniform subpassInputMS subD4; // ERROR, not this stage
layout(input_attachment_index = 2) uniform isubpassInputMS subD5; // ERROR, not this stage
layout(input_attachment_index = 2) uniform usubpassInputMS subD6; // ERROR, not this stage
out vec4 color;
layout(constant_id = 17) const ivec2 arraySizes = ivec2(12,13); // ERROR, not a scalar
layout(constant_id = 17) uniform sampler2D s2D; // ERROR, not the right type or qualifier
layout(constant_id = 4000) const int c1 = 12; // ERROR, too big
layout(constant_id = 4) const float c2[2] = float[2](1.0, 2.0); // ERROR, not a scalar
layout(constant_id = 4) in;
void main()
{
color = subpassLoad(subD1); // ERROR, no such function in this stage
}
layout(binding = 0) uniform atomic_uint aui; // ERROR, no atomics in Vulkan
layout(shared) uniform ub1n { int a; } ub1i; // ERROR, no shared
layout(packed) uniform ub2n { int a; } ub2i; // ERROR, no packed
layout(constant_id=222) const int arraySize = 4;
void foo()
{
int a1[arraySize];
int a2[arraySize] = a1; // ERROR, can't use in initializer
a1 = a2; // ERROR, can't assign, even though the same type
if (a1 == a2) // ERROR, can't compare either
++color;
}
layout(set = 1, push_constant) uniform badpc { int a; } badpcI; // ERROR, no descriptor set with push_constant
#ifndef VULKAN
#error VULKAN should be defined
#endif
#if VULKAN != 100
#error VULKAN should be 100
#endif
float AofA0[2][arraySize]; // ERROR, only outer dimension
float AofA1[arraySize][arraySize]; // ERROR, only outer dimension
float AofA2[arraySize][2 + arraySize]; // ERROR, only outer dimension
float AofA3[arraySize][2];
out ban1 { // ERROR, only outer dimension
float f;
} bai1[2][arraySize];
out ban2 {
float f;
} bai2[arraySize][2];
layout(binding = 3000) uniform sampler2D s3000;
layout(binding = 3001) uniform b3001 { int a; };