#version 310 es highp float nodef3(float); // ERROR, no default precision precision mediump float; precision highp usampler2D; precision highp sampler2D; precision highp isampler2DArray; layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported layout(location = 2) in vec3 v3; layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi uniform sampler2D arrayedSampler[5]; uniform usampler2D usamp2d; uniform usampler2DRect samp2dr; // ERROR, reserved uniform isampler2DArray isamp2DA; in vec2 c2D; uniform int i; void main() { vec4 v = texture(arrayedSampler[i], c2D); // ERROR ivec2 offsets[4]; const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported vec4 v4 = textureGather(arrayedSampler[0], c2D); ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(0.5)); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i)); // ERROR, offset not constant } out vec4 outp; void foo23() { const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16)); textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]); textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range if (gl_HelperInvocation) ++outp; int sum = gl_MaxVertexImageUniforms + gl_MaxFragmentImageUniforms + gl_MaxComputeImageUniforms + gl_MaxCombinedImageUniforms + gl_MaxCombinedShaderOutputResources; bool b1, b2, b3, b; b1 = mix(b2, b3, b); uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b)); ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b)); } layout(binding=3) uniform sampler2D s1; layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec. highp layout(binding=2) uniform writeonly image2D i2D; layout(binding=4) uniform readonly image3D i3D; // ERROR, no default precision layout(binding=5) uniform imageCube iCube; // ERROR, no default precision layout(binding=6) uniform image2DArray i2DA; // ERROR, no default precision layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified; // ERROR, no default precision layout(binding = 1) uniform bb { int foo; layout(binding = 2) float f; // ERROR } bbi; in centroid vec4 centroidIn; layout(location = 200000) uniform vec4 bigl; // ERROR, location too big layout(early_fragment_tests) in; layout(location = 40) out vec4 bigout1; // ERROR, too big layout(location = 40) out vec4 bigout2; // ERROR, overlap layout(location = -2) out vec4 neg; // ERROR, negative layout(std430) buffer b430 { int i; } b430i; layout(shared) uniform bshar { int i; } bshari; in smooth vec4 smoothIn; in flat int flatIn; uniform sampler2DMS s2dms; // ERROR, no default precision qualifier void foots() { highp ivec2 v2 = textureSize(s1, 2); highp ivec3 v3 = textureSize(isamp2DA, 3); v2 = textureSize(s2dms); v2 = imageSize(i2D); v3 = imageSize(i3D); v2 = imageSize(iCube); v3 = imageSize(i2DA); v2 = imageSize(i2Dqualified); } out bool bout; // ERROR highp out image2D imageOut; // ERROR out mat2x3 mout; // ERROR in bool inb; // ERROR in sampler2D ino; // ERROR in float ina[4]; in float inaa[4][2]; // ERROR struct S { float f; }; in S ins; in S[4] inasa; // ERROR in S insa[4]; // ERROR struct SA { float f[4]; }; in SA inSA; // ERROR struct SS { float f; S s; }; in SS inSS; // ERROR #ifndef GL_EXT_shader_io_blocks #error GL_EXT_shader_io_blocks not defined #endif #extension GL_EXT_shader_io_blocks : enable out outbname { int a; } outbinst; // ERROR, not out block in fragment shader in inbname { int a; vec4 v; struct { int b; } s; // ERROR, nested struct definition } inbinst; in inbname2 { layout(location = 12) int aAnon; layout(location = 13) centroid in vec4 vAnon; }; in layout(location = 13) vec4 aliased; // ERROR, aliased in inbname2 { // ERROR, reuse of block name int aAnon; centroid in vec4 vAnon; }; in badmember { // ERROR, aAnon already in global scope int aAnon; }; int inbname; // ERROR, redefinition of block name vec4 vAnon; // ERROR, anon in global scope; redefinition in arrayed { float f; } arrayedInst[4]; void fooIO() { vec4 v = inbinst.v + vAnon; v *= arrayedInst[2].f; v *= arrayedInst[i].f; } in vec4 gl_FragCoord; layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, non-ES layout(early_fragment_tests) in; out float gl_FragDepth; layout(depth_any) out float gl_FragDepth; // ERROR, non-ES void foo_IO() { gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared gl_Layer; // ERROR, not present gl_PrimitiveID; // ERROR, not present bool f = gl_FrontFacing; } out float gl_FragDepth; #extension GL_OES_geometry_shader : enable void foo_GS() { highp int l = gl_Layer; highp int p = gl_PrimitiveID; } in vec2 inf, ing; uniform ivec2 offsets[4]; uniform sampler2D sArray[4]; uniform int sIndex; layout(binding = 0) uniform atomic_uint auArray[2]; uniform ubName { int i; } ubInst[4]; buffer bbName { int i; } bbInst[4]; highp uniform writeonly image2D iArray[5]; const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4)); void pfooBad() { precise vec2 h; // ERROR reserved h = fma(inf, ing, h); // ERROR, not available textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); // ERROR, offset not constant textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); // ERROR, not available } #extension GL_OES_gpu_shader5 : enable void pfoo() { precise vec2 h; h = fma(inf, ing, h); textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant } #extension GL_EXT_texture_cube_map_array : enable precision highp imageCubeArray ; precision highp iimageCubeArray ; precision highp uimageCubeArray ; precision highp samplerCubeArray ; precision highp samplerCubeArrayShadow; precision highp isamplerCubeArray ; precision highp usamplerCubeArray ; uniform writeonly imageCubeArray CA1; uniform writeonly iimageCubeArray CA2; uniform writeonly uimageCubeArray CA3; #ifdef GL_EXT_texture_cube_map_array uniform samplerCubeArray CA4; uniform samplerCubeArrayShadow CA5; uniform isamplerCubeArray CA6; uniform usamplerCubeArray CA7; #endif void CAT() { highp vec4 b4 = texture(CA4, vec4(0.5), 0.24); highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26); highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27); } void badSample() { lowp int a1 = gl_SampleID; // ERROR, need extension mediump vec2 a2 = gl_SamplePosition; // ERROR, need extension highp int a3 = gl_SampleMaskIn[0]; // ERROR, need extension gl_SampleMask[0] = a3; // ERROR, need extension mediump int n = gl_NumSamples; // ERROR, need extension } #ifdef GL_OES_sample_variables #extension GL_OES_sample_variables : enable #endif void goodSample() { lowp int a1 = gl_SampleID; mediump vec2 a2 = gl_SamplePosition; highp int a3 = gl_SampleMaskIn[0]; gl_SampleMask[0] = a3; mediump int n1 = gl_MaxSamples; mediump int n2 = gl_NumSamples; } uniform layout(r32f) highp image2D im2Df; uniform layout(r32ui) highp uimage2D im2Du; uniform layout(r32i) highp iimage2D im2Di; uniform ivec2 P; void badImageAtom() { float datf; int dati; uint datu; imageAtomicAdd( im2Di, P, dati); // ERROR, need extension imageAtomicAdd( im2Du, P, datu); // ERROR, need extension imageAtomicMin( im2Di, P, dati); // ERROR, need extension imageAtomicMin( im2Du, P, datu); // ERROR, need extension imageAtomicMax( im2Di, P, dati); // ERROR, need extension imageAtomicMax( im2Du, P, datu); // ERROR, need extension imageAtomicAnd( im2Di, P, dati); // ERROR, need extension imageAtomicAnd( im2Du, P, datu); // ERROR, need extension imageAtomicOr( im2Di, P, dati); // ERROR, need extension imageAtomicOr( im2Du, P, datu); // ERROR, need extension imageAtomicXor( im2Di, P, dati); // ERROR, need extension imageAtomicXor( im2Du, P, datu); // ERROR, need extension imageAtomicExchange(im2Di, P, dati); // ERROR, need extension imageAtomicExchange(im2Du, P, datu); // ERROR, need extension imageAtomicExchange(im2Df, P, datf); // ERROR, need extension imageAtomicCompSwap(im2Di, P, 3, dati); // ERROR, need extension imageAtomicCompSwap(im2Du, P, 5u, datu); // ERROR, need extension } #ifdef GL_OES_shader_image_atomic #extension GL_OES_shader_image_atomic : enable #endif uniform layout(rgba32f) highp image2D badIm2Df; // ERROR, needs readonly or writeonly uniform layout(rgba8ui) highp uimage2D badIm2Du; // ERROR, needs readonly or writeonly uniform layout(rgba16i) highp iimage2D badIm2Di; // ERROR, needs readonly or writeonly void goodImageAtom() { float datf; int dati; uint datu; imageAtomicAdd( im2Di, P, dati); imageAtomicAdd( im2Du, P, datu); imageAtomicMin( im2Di, P, dati); imageAtomicMin( im2Du, P, datu); imageAtomicMax( im2Di, P, dati); imageAtomicMax( im2Du, P, datu); imageAtomicAnd( im2Di, P, dati); imageAtomicAnd( im2Du, P, datu); imageAtomicOr( im2Di, P, dati); imageAtomicOr( im2Du, P, datu); imageAtomicXor( im2Di, P, dati); imageAtomicXor( im2Du, P, datu); imageAtomicExchange(im2Di, P, dati); imageAtomicExchange(im2Du, P, datu); imageAtomicExchange(im2Df, P, datf); imageAtomicCompSwap(im2Di, P, 3, dati); imageAtomicCompSwap(im2Du, P, 5u, datu); imageAtomicMax(badIm2Di, P, dati); // ERROR, not an allowed layout() on the image imageAtomicMax(badIm2Du, P, datu); // ERROR, not an allowed layout() on the image imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image } sample in vec4 colorSampInBad; // ERROR, reserved centroid out vec4 colorCentroidBad; // ERROR flat out vec4 colorBadFlat; // ERROR smooth out vec4 colorBadSmooth; // ERROR noperspective out vec4 colorBadNo; // ERROR flat centroid in vec2 colorfc; in float scalarIn; void badInterp() { interpolateAtCentroid(colorfc); // ERROR, need extension interpolateAtSample(colorfc, 1); // ERROR, need extension interpolateAtOffset(colorfc, vec2(0.2)); // ERROR, need extension } #if defined GL_OES_shader_multisample_interpolation #extension GL_OES_shader_multisample_interpolation : enable #endif sample in vec4 colorSampIn; sample out vec4 colorSampleBad; // ERROR flat sample in vec4 colorfsi; sample in vec3 sampInArray[4]; void interp() { float res; vec2 res2; vec3 res3; vec4 res4; res2 = interpolateAtCentroid(colorfc); res4 = interpolateAtCentroid(colorSampIn); res4 = interpolateAtCentroid(colorfsi); res = interpolateAtCentroid(scalarIn); res3 = interpolateAtCentroid(sampInArray); // ERROR res3 = interpolateAtCentroid(sampInArray[2]); res2 = interpolateAtCentroid(sampInArray[2].xy); // ERROR res3 = interpolateAtSample(sampInArray, 1); // ERROR res3 = interpolateAtSample(sampInArray[i], 0); res2 = interpolateAtSample(sampInArray[2].xy, 2); // ERROR res = interpolateAtSample(scalarIn, 1); res3 = interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR res3 = interpolateAtOffset(sampInArray[2], vec2(0.2)); res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle res = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference res = interpolateAtOffset(scalarIn, vec2(0.2)); float f; res = interpolateAtCentroid(f); // ERROR, not interpolant res4 = interpolateAtSample(outp, 0); // ERROR, not interpolant } layout(blend_support_softlight) out; // ERROR, need extension #ifdef GL_KHR_blend_equation_advanced #extension GL_KHR_blend_equation_advanced : enable #endif layout(blend_support_multiply) out; layout(blend_support_screen) out; layout(blend_support_overlay) out; layout(blend_support_darken, blend_support_lighten) out; layout(blend_support_colordodge) layout(blend_support_colorburn) out; layout(blend_support_hardlight) out; layout(blend_support_softlight) out; layout(blend_support_difference) out; layout(blend_support_exclusion) out; layout(blend_support_hsl_hue) out; layout(blend_support_hsl_saturation) out; layout(blend_support_hsl_color) out; layout(blend_support_hsl_luminosity) out; layout(blend_support_all_equations) out; layout(blend_support_hsl_luminosity) out; // okay to repeat layout(blend_support_hsl_luminosity) in; // ERROR, only on "out" layout(blend_support_hsl_luminosity) out vec4; // ERROR, only on standalone layout(blend_support_hsl_luminosity) out vec4 badout; // ERROR, only on standalone layout(blend_support_hsl_luminosity) struct badS {int i;}; // ERROR, only on standalone layout(blend_support_hsl_luminosity) void blendFoo() { } // ERROR, only on standalone void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone layout(blend_support_flizbit) out; // ERROR, no flizbit out vec4 outAA[2][2]; // ERROR