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https://github.com/RPCS3/glslang.git
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e05cc20ec2
* Introduces builtin variables gl_SecondaryFragColorEXT and gl_SecondaryFragDataEXT * Introduces builtin constant gl_MaxDualSourceDrawBuffersEXT * enables support for layout qualifier "index" in es profile
195 lines
5.3 KiB
GLSL
195 lines
5.3 KiB
GLSL
#version 300 es
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void nodef1(float f); // ERROR, no default precision
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uniform sampler2D s2D;
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uniform lowp sampler3D s3D;
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uniform samplerCube sCube;
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uniform lowp samplerCubeShadow sCubeShadow;
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uniform lowp sampler2DShadow s2DShadow;
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uniform lowp sampler2DArray s2DArray;
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uniform lowp sampler2DArrayShadow s2DArrayShadow;
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uniform lowp isampler2D is2D;
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uniform lowp isampler3D is3D;
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uniform lowp isamplerCube isCube;
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uniform lowp isampler2DArray is2DArray;
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uniform lowp usampler2D us2D;
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uniform lowp usampler3D us3D;
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uniform lowp usamplerCube usCube;
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uniform lowp usampler2DArray us2DArray;
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precision lowp float;
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in float c1D;
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in vec2 c2D;
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in vec3 c3D;
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smooth vec4 c4D;
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flat in int ic1D;
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flat in ivec2 ic2D;
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flat in ivec3 ic3D;
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flat in ivec4 ic4D;
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noperspective in vec4 badv; // ERROR
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in sampler2D bads; // ERROR
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precision lowp uint; // ERROR
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struct s {
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int i;
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sampler2D s;
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};
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in s badout; // ERROR, can't contain a sampler
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// ERROR, can't have int in struct without flat
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struct S2 {
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vec3 c;
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float f;
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};
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in S2 s2;
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out vec3 sc;
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out float sf;
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uniform sampler2D arrayedSampler[5];
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void main()
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{
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float f;
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vec4 v;
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v = texture(s2D, c2D);
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v = textureProj(s3D, c4D);
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v = textureLod(s2DArray, c3D, 1.2);
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f = textureOffset(s2DShadow, c3D, ic2D, c1D); // ERROR, offset argument not constant
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v = texelFetch(s3D, ic3D, ic1D);
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v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant
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f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
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v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
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v = textureGrad(sCube, c3D, c3D, c3D);
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f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
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v = textureProjGrad(s3D, c4D, c3D, c3D);
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v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
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v = texture(arrayedSampler[ic1D], c2D); // ERROR
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ivec4 iv;
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iv = texture(is2D, c2D);
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iv = textureProjOffset(is2D, c4D, ic2D);
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iv = textureProjLod(is2D, c3D, c1D);
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iv = textureProjGrad(is2D, c3D, c2D, c2D);
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iv = texture(is3D, c3D, 4.2);
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iv = textureLod(isCube, c3D, c1D);
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iv = texelFetch(is2DArray, ic3D, ic1D);
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iv.xy = textureSize(sCubeShadow, 2);
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float precise;
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double boo; // ERROR
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dvec2 boo2; // ERROR
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dvec3 boo3; // ERROR
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dvec4 boo4; // ERROR
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f += gl_FragCoord.y;
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gl_FragDepth = f;
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sc = s2.c;
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sf = s2.f;
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sinh(c1D) +
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cosh(c1D) * tanh(c2D);
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asinh(c4D) + acosh(c4D);
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atanh(c3D);
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}
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uniform multi {
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int[2] a[3]; // ERROR
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int[2][3] b; // ERROR
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int c[2][3]; // ERROR
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} multiInst[2][3]; // ERROR
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out vec4 colors[4];
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void foo()
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{
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colors[2] = c4D;
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colors[ic1D] = c4D; // ERROR
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}
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uniform s st1;
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uniform s st2;
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void foo13(s inSt2)
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{
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if (st1 == st2); // ERROR
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if (st1 != st2); // ERROR
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st1.s == st2.s; // ERROR
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inSt2 = st1; // ERROR
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inSt2 == st1; // ERROR
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}
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void foo23()
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{
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textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D);
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textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D);
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}
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void foo324(void)
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{
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float p = pow(3.2, 4.6);
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p += sin(0.4);
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p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5
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p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13
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vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39)
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c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3)
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c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3)
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vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3)
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c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3)
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c2 += refract(vec2(1,3), vec2(0,1), 3.0);
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c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0)
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mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
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}
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uniform mediump; // ERROR
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layout(early_fragment_tests) in; // ERROR
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// Test extension GL_EXT_shader_integer_mix
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#extension GL_EXT_shader_integer_mix : enable
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bool b1, b2, b;
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int x,y;
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uint z,w;
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void testmix()
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{
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int ival = mix(x, y, b);
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ivec2 iv2 = mix(ivec2(x), ivec2(y), bvec2(b));
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ivec3 iv3 = mix(ivec3(x), ivec3(y), bvec3(b));
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ivec4 iv4 = mix(ivec4(x), ivec4(x), bvec4(b));
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uint uiv = mix(z, w, b);
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uvec2 uv2 = mix(uvec2(z), uvec2(z), bvec2(b));
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uvec3 uv3 = mix(uvec3(z), uvec3(z), bvec3(b));
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uvec4 uv4 = mix(uvec4(z), uvec4(z), bvec4(b));
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bool bv = mix(b1, b2, b);
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bvec2 bv2 = mix(bvec2(b1), bvec2(b2), bvec2(b));
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bvec3 bv3 = mix(bvec3(b1), bvec3(b2), bvec3(b));
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bvec4 bv4 = mix(bvec4(b1), bvec4(b2), bvec4(b));
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}
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#extension GL_EXT_shader_integer_mix : disable
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void testmixFail()
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{
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int ival = mix(x, y, b); // Error since extenson GL_EXT_shader_integer_mix is disabled
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}
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// Test layout qualifier "index" with extension GL_EXT_blend_func_extended
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layout(location = 0, index = 1) out vec4 outVarFail; // Error Index supported with extension GL_EXT_blend_func_extended enabled
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#extension GL_EXT_blend_func_extended : enable
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layout(location = 0, index = 2) out vec4 outVarPass;
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#ifndef GL_FRAGMENT_PRECISION_HIGH
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#error missing GL_FRAGMENT_PRECISION_HIGH
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#endif
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invariant in; // ERROR
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invariant in vec4; // ERROR
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invariant in vec4 fooinv; // ERROR
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float imageBuffer; // ERROR, reserved
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float uimage2DRect; // ERROR, reserved
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