mirror of
https://github.com/RPCS3/glslang.git
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69aa9c1b84
- do version checking for the line-continuation character - check for built-in names in #undef - bug fix for #elif after #else - do version checking for use of floating point suffixes (f, LF, etc.) git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24011 e7fa87d3-cd2b-0410-9028-fcbf551c1848
107 lines
2.5 KiB
GLSL
107 lines
2.5 KiB
GLSL
#version 300 es
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uniform mat4x3 m43;
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uniform mat3x3 m33;
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uniform mat4x4 m44;
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in vec3 v3;
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varying vec2 v2; // ERROR, varying reserved
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in vec4 bad[10]; // ERROR, no arrayed inputs
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highp in vec4 badorder; // ERROR, incorrect qualifier order
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out invariant vec4 badorder2; // ERROR, incorrect qualifier order
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in centroid vec4 badorder4; // ERROR, incorrect qualifier order
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out flat vec4 badorder3; // ERROR, incorrect qualifier order
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void bar(in const float a); // ERROR, incorrect qualifier order
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void bar2(highp in float b); // ERROR, incorrect qualifier order
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smooth flat out vec4 rep; // ERROR, replicating interpolation qualification
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centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification
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in uniform vec4 rep3; // ERROR, replicating storage qualification
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struct S {
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vec3 c;
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float f;
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};
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out S s;
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void main()
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{
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int id = gl_VertexID + gl_InstanceID;
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int c0 = gl_MaxVertexAttribs;
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int c1 = gl_MaxVertexUniformVectors;
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int c2 = gl_MaxVertexOutputVectors;
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int c3 = gl_MaxFragmentInputVectors;
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int c4 = gl_MaxVertexTextureImageUnits;
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int c5 = gl_MaxCombinedTextureImageUnits;
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int c6 = gl_MaxTextureImageUnits;
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int c7 = gl_MaxFragmentUniformVectors;
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int c8 = gl_MaxDrawBuffers;
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int c9 = gl_MinProgramTexelOffset;
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int c10 = gl_MaxProgramTexelOffset;
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mat3x4 tm = transpose(m43);
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highp float dm = determinant(m44);
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mat3x3 im = inverse(m33);
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mat3x2 op = outerProduct(v2, v3);
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gl_Position = m44[2];
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gl_PointSize = v2.y;
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s.c = v3;
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s.f = dm;
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#ifdef GL_ES
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#error GL_ES is set
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#else
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#error GL_ES is not set
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#endif
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}
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float badsize[]; // ERROR
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float[] badsize2; // ERROR
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uniform ub {
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int a[]; // ERROR
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} ubInst[]; // ERROR
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void foo(int a[]); // ERROR
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float okayA[] = float[](3.0f, 4.0F); // Okay
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out vec3 newV;
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void newVFun()
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{
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newV = v3;
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}
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invariant newV; // ERROR, variable already used
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in vec4 invIn;
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invariant invIn; // ERROR, in v300
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out S s2;
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invariant s2;
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invariant out S s3;
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flat out int;
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uniform ub2 {
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float f;
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} a;
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uniform ub2 { // ERROR redeclaration of block name (same instance name)
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float g;
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} a;
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uniform ub2 { // ERROR redeclaration of block name (different instance name)
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float f;
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} c;
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uniform ub2 { // ERROR redeclaration of block name (no instance name)
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float f123;
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};
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uniform ub3 {
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bool b23;
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};
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uniform ub3 { // ERROR redeclaration of block name (no instance name in first or declared)
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bool b234;
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};
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