mirror of
https://github.com/RPCS3/glslang.git
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224 lines
6.4 KiB
GLSL
224 lines
6.4 KiB
GLSL
#version 430 core
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layout(location = 3) vec4 v4; // ERROR
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layout(location = 4) uniform vec4 uv4;
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layout(location = 2) in inb1 { vec4 v; } b1; // ERROR
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layout(location = 2) out outb1 { vec4 v; } b2; // ERROR
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out gl_PerVertex {
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float gl_ClipDistance[];
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};
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void foo()
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{
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gl_ClipDistance[2] = 3.7;
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}
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struct sp {
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highp float f;
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in float g; // ERROR
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uniform float h; // ERROR
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invariant float i; // ERROR
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volatile float j; // ERROR
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layout(row_major) mat3 m3; // ERROR
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};
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void foo3(invariant vec4 v4, // ERROR
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volatile vec3 v3,
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layout(location = 3) vec2 v2, // ERROR
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centroid vec3 cv3) // ERROR
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{
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}
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struct S {
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mat3x2 m[7]; // needs 7*3 locations
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float f; // needs 1 location
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}; // needs 22 locations
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layout(location = 10) out S cs[2]; // 10 through 10 + 2 * 22 - 1 = 53
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layout(location = 54) out float cf;
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layout(location = 53) out float cg; // ERROR, collision at 31
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layout(location = 10) in vec4 alias1;
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layout(location = 10) in vec4 alias2; // okay for vertex input on desktop
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out float gl_ClipDistance[17]; // ERROR, size too big
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// enhanced_layouts (most tests are in 440.*)
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layout(location = start*start - 2 - 4) in vec4 v6e; // ERROR
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layout(location = 28) in inblock2e {
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layout(location = 25) float f2; // ERROR
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} ininst2e;
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in ublock4e {
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layout(location = 50) float f1; // ERROR
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layout(location = 51) float f2; // ERROR
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} in4e;
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layout(align=16, std140) uniform ubl4e { int a; } inst4e;// ERROR
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layout(align=32) uniform ubl9e { // ERROR
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layout(offset=12, align=4) float f; // ERROR
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layout(offset=20) float g; // ERROR
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} inst9e;
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layout(std140) uniform blocke {
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vec4 a;
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layout(offset = 32) vec3 b; // ERROR
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} spinste;
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int aconste[gl_MaxTransformFeedbackBuffers]; // ERROR
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int bconste[gl_MaxTransformFeedbackInterleavedComponents]; // ERROR
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out bblck2 {
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layout(xfb_offset=64) vec4 bbv; // ERROR
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} bbinst2;
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layout(xfb_buffer = 3, xfb_stride = 64) out; // ERROR
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layout(xfb_buffer=2, xfb_offset=48, xfb_stride=80) out vec4 bge; // ERROR
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layout( xfb_offset=32, xfb_stride=64) out vec4 bhe; // ERROR
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layout(xfb_stride=80, xfb_buffer=2, xfb_offset=16) out bblck4e { // ERROR
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vec4 bbv1;
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vec4 bbv2;
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} bbinst4e;
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out bblck5e {
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layout(xfb_offset=0) vec4 bbv1; // ERROR
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layout(xfb_stride=64, xfb_buffer=3, xfb_offset=48) vec4 bbv2; // ERROR
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} bbinst5e;
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#extension GL_ARB_enhanced_layouts : enable
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layout(align=16, std140) uniform ubl4 { int a; } inst4;
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layout(std430) uniform;
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layout(align=32) uniform ubl9 {
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layout(offset=12, align=4) float f;
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layout(offset=20) float g;
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} inst9;
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layout(std140) uniform block {
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vec4 a; // a takes offsets 0-15
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layout(offset = 32) vec3 b; // b takes offsets 32-43
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} spinst;
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int aconst[gl_MaxTransformFeedbackBuffers];
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int bconst[gl_MaxTransformFeedbackInterleavedComponents];
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const int start2 = 5;
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layout(location = start2 * start2 - 2 - 4) in vec4 v6;
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layout(location = 28) in inblock2 { // ERROR, input block in vertex shader, other errors are valid checks still...
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bool b1;
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float f1;
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layout(location = 25) float f2;
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} ininst2;
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in ublock4 { // ERROR, input block in vertex shader, other errors are valid checks still...
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layout(location = 50) float f1;
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layout(location = 51) float f2;
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} in4;
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out bblck2g {
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layout(xfb_offset=64) vec4 bbv;
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} bbinst2g;
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layout(xfb_buffer = 1, xfb_stride = 80) out; // default buffer is 3
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layout(xfb_buffer=1, xfb_offset=48, xfb_stride=80) out vec4 bg;
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layout( xfb_offset=32, xfb_stride=80) out vec4 bh;
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layout(xfb_stride=80, xfb_buffer=1, xfb_offset=16) out bblck4 {
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vec4 bbv1;
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} bbinst4;
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out bblck5 {
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layout(xfb_offset=0) vec4 bbv1;
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layout(xfb_stride=80, xfb_buffer=1, xfb_offset=64) vec4 bbv2;
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} bbinst5;
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shared vec4 sharedv; // ERROR
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void fooBarrier()
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{
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barrier(); // ERROR
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memoryBarrier();
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memoryBarrierAtomicCounter();
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memoryBarrierBuffer();
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memoryBarrierShared(); // ERROR
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memoryBarrierImage();
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groupMemoryBarrier(); // ERROR
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}
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buffer vec4 v; // ERROR
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uniform sampler2DMS s2dms;
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uniform usampler2DMSArray us2dmsa;
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layout(rgba32i) uniform iimage2DMS ii2dms;
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layout(rgba32f) uniform image2DMSArray i2dmsa;
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void fooq()
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{
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int s = textureSamples(s2dms); // ERROR
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s += textureSamples(us2dmsa); // ERROR
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s += imageSamples(ii2dms); // ERROR
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s += imageSamples(i2dmsa); // ERROR
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}
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#extension GL_ARB_shader_texture_image_samples : enable
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void fooq2()
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{
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int s = textureSamples(s2dms);
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s += textureSamples(us2dmsa);
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s += imageSamples(ii2dms);
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s += imageSamples(i2dmsa);
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}
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uniform sampler1D samp1D;
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uniform usampler2D usamp2D;
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uniform isampler3D isamp3D;
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uniform isamplerCube isampCube;
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uniform isampler1DArray isamp1DA;
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uniform sampler2DArray samp2DA;
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uniform usamplerCubeArray usampCubeA;
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uniform sampler1DShadow samp1Ds;
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uniform sampler2DShadow samp2Ds;
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uniform samplerCubeShadow sampCubes;
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uniform sampler1DArrayShadow samp1DAs;
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uniform sampler2DArrayShadow samp2DAs;
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uniform samplerCubeArrayShadow sampCubeAs;
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uniform samplerBuffer sampBuf;
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uniform sampler2DRect sampRect;
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void qlod()
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{
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int levels;
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levels = textureQueryLevels(samp1D);
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levels = textureQueryLevels(usamp2D);
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levels = textureQueryLevels(isamp3D);
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levels = textureQueryLevels(isampCube);
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levels = textureQueryLevels(isamp1DA);
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levels = textureQueryLevels(samp2DA);
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levels = textureQueryLevels(usampCubeA);
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levels = textureQueryLevels(samp1Ds);
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levels = textureQueryLevels(samp2Ds);
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levels = textureQueryLevels(sampCubes);
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levels = textureQueryLevels(samp1DAs);
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levels = textureQueryLevels(samp2DAs);
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levels = textureQueryLevels(sampCubeAs);
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levels = textureQueryLevels(sampBuf); // ERROR
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levels = textureQueryLevels(sampRect); // ERROR
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}
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