glslang/Test/specExamples.frag
John Kessenich 1c809955ba Add ability to treat keywords as identifiers in versions that had not yet reserved the keyword.
Used this for precision keywords and double matrix keywords.

Also added a few missing reserved words.

Also removed redundant "syntax error" when there is a parse error.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@20423 e7fa87d3-cd2b-0410-9028-fcbf551c1848
2013-01-31 22:55:53 +00:00

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#version 430
#extension GL_3DL_array_objects : enable
int a = 0xffffffff; // 32 bits, a gets the value -1
//int b = 0xffffffffU; // ERROR: can't convert uint to int
uint c = 0xffffffff; // 32 bits, c gets the value 0xFFFFFFFF
//uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF
int e = -1; // the literal is "1", then negation is performed,
// and the resulting non-literal 32-bit signed
// bit pattern of 0xFFFFFFFF is assigned, giving e
// the value of -1.
//uint f = -1u; // the literal is "1u", then negation is performed,
// and the resulting non-literal 32-bit unsigned
// bit pattern of 0xFFFFFFFF is assigned, giving f
// the value of 0xFFFFFFFF.
int g = 3000000000; // a signed decimal literal taking 32 bits,
// setting the sign bit, g gets -1294967296
int h = 0xA0000000; // okay, 32-bit signed hexadecimal
//int i = 5000000000; // ERROR: needs more than 32 bits
//int j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits
int k = 0x80000000; // k gets -2147483648 == 0x80000000
int l = 2147483648; // l gets -2147483648 (the literal set the sign bit)
float fa, fb = 1.5; // single-precision floating-point
//double fc, fd = 2.0LF; // double-precision floating-point
vec2 texcoord1, texcoord2;
vec3 position;
vec4 myRGBA;
ivec2 textureLookup;
bvec3 less;
mat2 mat2D;
mat3 optMatrix;
mat4 view, projection;
mat4x4 view; // an alternate way of declaring a mat4
mat3x2 m; // a matrix with 3 columns and 2 rows
dmat4 highPrecisionMVP;
dmat2x4 dm;
struct light {
float intensity;
vec3 position;
} lightVar;
struct S { float f; };
struct T {
//S; // Error: anonymous structures disallowed
//struct { ... }; // Error: embedded structures disallowed
S s; // Okay: nested structures with name are allowed
};
float frequencies[3];
uniform vec4 lightPosition[4];
light lights[];
const int numLights = 2;
light lights[numLights];
in vec3 normal;
centroid in vec2 TexCoord;
invariant centroid in vec4 Color;
noperspective in float temperature;
flat in vec3 myColor;
noperspective centroid in vec2 myTexCoord;
uniform vec4 lightPosition;
uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time
in Material {
smooth in vec4 Color1; // legal, input inside in block
smooth vec4 Color2; // legal, 'in' inherited from 'in Material'
vec2 TexCoord; // legal, TexCoord is an input
uniform float Atten; // illegal, mismatched storage qualifier
};
in Light {
vec4 LightPos;
vec3 LightColor;
};
in ColoredTexture {
vec4 Color;
vec2 TexCoord;
} Material; // instance name
vec3 Color; // different Color than Material.Color
in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed
// All the following are allowed redeclaration that change behavior
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(early_fragment_tests) in;
// compute shader:
layout (local_size_x = 32, local_size_y = 32) in;
layout (local_size_x = 8) in;
layout(location = 3) out vec4 color;
layout(location = 3, index = 1) out vec4 factor;
layout(location = 2) out vec4 colors[3];
layout (depth_greater) out float gl_FragDepth;
// redeclaration that changes nothing is allowed
out float gl_FragDepth;
// assume it may be modified in any way
layout (depth_any) out float gl_FragDepth;
// assume it may be modified such that its value will only increase
layout (depth_greater) out float gl_FragDepth;
// assume it may be modified such that its value will only decrease
layout (depth_less) out float gl_FragDepth;
// assume it will not be modified
layout (depth_unchanged) out float gl_FragDepth;
in vec4 gl_Color; // predeclared by the fragment language
flat in vec4 gl_Color; // redeclared by user to be flat
float[5] foo(float[5])
{
return float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}
precision highp float;
precision highp int;
precision mediump int;
precision highp float;
void main()
{
{
float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}
{
float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing
}
{
vec4 a[3][2]; // size-3 array of size-2 array of vec4
vec4[2] a1[3]; // size-3 array of size-2 array of vec4
vec4[3][2] a2; // size-3 array of size-2 array of vec4
vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
vec4[3][2] a3 = vec4[3][2](b, b, b); // constructor
void foo(vec4[3][2]); // prototype with unnamed parameter
vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)) };
}
{
float a[5];
{
float b[] = a; // b is explicitly size 5
}
{
float b[5] = a; // means the same thing
}
{
float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5
}
a.length(); // returns 5
}
{
vec4 a[3][2];
a.length(); // this is 3
a[x].length(); // this is 2
}
// for an array b containing a member array a:
b[++x].a.length(); // b is never dereferenced, but <20>++x<> is evaluated
// for an array s of a shader storage object containing a member array a:
s[x].a.length(); // s is dereferenced; x needs to be a valid index
//
//All of the following declarations result in a compile-time error.
//float a[2] = { 3.4, 4.2, 5.0 }; // illegal
//vec2 b = { 1.0, 2.0, 3.0 }; // illegal
//mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal
//mat2x2 d = { 1.0, 0.0, 0.0, 1.0 }; // illegal, can't flatten nesting
//struct {
// float a;
// int b;
//} e = { 1.2, 2, 3 }; // illegal
struct {
float a;
int b;
} e = { 1.2, 2 }; // legal, all types match
struct {
float a;
int b;
} e = { 1, 3 }; // legal, first initializer is converted
//All of the following declarations result in a compile-time error.
//int a = true; // illegal
//vec4 b[2] = { vec4(0.0), 1.0 }; // illegal
//mat4x2 c = { vec3(0.0), vec3(1.0) }; // illegal
//struct S1 {
// vec4 a;
// vec4 b;
//};
//struct {
// float s;
// float t;
//} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal
{
float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
float c[] = a; // c is explicitly size 5
float d[5] = b; // means the same thing
}
{
const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
const float ceiling = a + b; // a and b not necessarily constants
}
{
in vec4 position;
in vec3 normal;
in vec2 texCoord[4];
}
{
lowp float color;
out mediump vec2 P;
lowp ivec2 foo(lowp mat3);
highp mat4 m;
}
}