mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-27 21:20:30 +00:00
126 lines
2.7 KiB
GLSL
126 lines
2.7 KiB
GLSL
#version 400 core
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layout(vertices = 4) out;
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int outa[gl_out.length()];
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layout(quads) in; // ERROR
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layout(ccw) out; // ERROR
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layout(fractional_even_spacing) in; // ERROR
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patch in vec4 patchIn; // ERROR
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patch out vec4 patchOut;
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void main()
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{
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barrier();
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int a = gl_MaxTessControlInputComponents +
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gl_MaxTessControlOutputComponents +
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gl_MaxTessControlTextureImageUnits +
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gl_MaxTessControlUniformComponents +
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gl_MaxTessControlTotalOutputComponents;
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vec4 p = gl_in[1].gl_Position;
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float ps = gl_in[1].gl_PointSize;
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float cd = gl_in[1].gl_ClipDistance[2];
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int pvi = gl_PatchVerticesIn;
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int pid = gl_PrimitiveID;
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int iid = gl_InvocationID;
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gl_out[gl_InvocationID].gl_Position = p;
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gl_out[gl_InvocationID].gl_PointSize = ps;
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gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
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gl_TessLevelOuter[3] = 3.2;
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gl_TessLevelInner[1] = 1.3;
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if (a > 10)
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barrier(); // ERROR
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else
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barrier(); // ERROR
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barrier();
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do {
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barrier(); // ERROR
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} while (a > 10);
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switch (a) {
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default:
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barrier(); // ERROR
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break;
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}
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a < 12 ? a : (barrier(), a); // ERROR
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{
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barrier();
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}
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return;
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barrier(); // ERROR
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}
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layout(vertices = 4) in; // ERROR
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layout(vertices = 5) out; // ERROR
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void foo()
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{
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gl_out[4].gl_PointSize; // ERROR
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barrier(); // ERROR
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}
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in vec2 ina; // ERROR, not array
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in vec2 inb[];
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in vec2 inc[18]; // ERROR, wrong size
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in vec2 ind[gl_MaxPatchVertices];
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 3) in vec4 ivla[];
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layout(location = 4) in vec4 ivlb[];
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layout(location = 4) in vec4 ivlc[]; // ERROR, overlapping
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layout(location = 3) out vec4 ovla[];
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layout(location = 4) out vec4 ovlb[];
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layout(location = 4) out vec4 ovlc[]; // ERROR, overlapping
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precise vec3 pv3;
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void foop()
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{
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precise double d;
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pv3 *= pv3;
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pv3 = fma(pv3, pv3, pv3);
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d = fma(d, d, d);
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}
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patch out pinbn {
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int a;
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} pinbi;
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invariant precise out vec4 badOrder[]; // ERROR, precise must appear first
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void badp(out precise float f); // ERROR, precise must appear first
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void devi()
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{
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gl_DeviceIndex; // ERROR, no extension
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gl_ViewIndex; // ERROR, no extension
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}
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#ifdef GL_EXT_device_group
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#extension GL_EXT_device_group : enable
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#endif
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#ifdef GL_EXT_device_group
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#extension GL_EXT_multiview : enable
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#endif
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void devie()
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{
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gl_DeviceIndex;
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gl_ViewIndex;
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}
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