mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-01 07:01:12 +00:00
1be8063e01
Also, generally allow ES variable indexing of in/out blocks.
432 lines
14 KiB
GLSL
432 lines
14 KiB
GLSL
#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.
|
|
layout(binding=2) uniform writeonly image2D i2D;
|
|
layout(binding=4) uniform readonly image3D i3D;
|
|
layout(binding=5) uniform imageCube iCube;
|
|
layout(binding=6) uniform image2DArray i2DA;
|
|
layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified;
|
|
|
|
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;
|
|
|
|
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
|
|
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];
|
|
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
|