2014-08-12 22:07:22 +00:00
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#version 310 es
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precision mediump float;
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precision highp usampler2D;
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precision highp sampler2D;
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precision highp isampler2DArray;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported
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layout(location = 2) in vec3 v3;
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layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi
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uniform sampler2D arrayedSampler[5];
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uniform usampler2D usamp2d;
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uniform usampler2DRect samp2dr; // ERROR, reserved
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uniform isampler2DArray isamp2DA;
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in vec2 c2D;
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uniform int i;
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void main()
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{
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vec4 v = texture(arrayedSampler[i], c2D); // ERROR
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ivec2 offsets[4];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported
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vec4 v4 = textureGather(arrayedSampler[0], c2D);
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ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
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}
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out vec4 outp;
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void foo23()
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{
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const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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2014-08-13 08:32:15 +00:00
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if (gl_HelperInvocation)
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++outp;
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int sum = gl_MaxVertexImageUniforms +
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gl_MaxFragmentImageUniforms +
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gl_MaxComputeImageUniforms +
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gl_MaxCombinedImageUniforms +
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gl_MaxCombinedShaderOutputResources;
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bool b1, b2, b3, b;
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b1 = mix(b2, b3, b);
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uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
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ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
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2014-08-12 22:07:22 +00:00
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}
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2014-08-13 20:04:19 +00:00
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layout(binding=3) uniform sampler2D s1;
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layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec.
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layout(binding=2) uniform writeonly image2D i2D;
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layout(binding = 1) uniform bb {
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int foo;
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layout(binding = 2) float f; // ERROR
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} bbi;
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