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https://github.com/RPCS3/glslang.git
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b3007519fc
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@27732 e7fa87d3-cd2b-0410-9028-fcbf551c1848
106 lines
3.3 KiB
GLSL
106 lines
3.3 KiB
GLSL
#version 310 es
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precision mediump float;
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precision highp usampler2D;
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precision highp sampler2D;
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precision highp isampler2DArray;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported
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layout(location = 2) in vec3 v3;
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layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi
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uniform sampler2D arrayedSampler[5];
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uniform usampler2D usamp2d;
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uniform usampler2DRect samp2dr; // ERROR, reserved
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uniform isampler2DArray isamp2DA;
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in vec2 c2D;
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uniform int i;
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void main()
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{
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vec4 v = texture(arrayedSampler[i], c2D); // ERROR
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ivec2 offsets[4];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported
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vec4 v4 = textureGather(arrayedSampler[0], c2D);
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ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
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}
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out vec4 outp;
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void foo23()
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{
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const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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if (gl_HelperInvocation)
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++outp;
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int sum = gl_MaxVertexImageUniforms +
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gl_MaxFragmentImageUniforms +
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gl_MaxComputeImageUniforms +
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gl_MaxCombinedImageUniforms +
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gl_MaxCombinedShaderOutputResources;
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bool b1, b2, b3, b;
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b1 = mix(b2, b3, b);
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uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
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ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
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}
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layout(binding=3) uniform sampler2D s1;
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layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec.
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layout(binding=2) uniform writeonly image2D i2D;
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layout(binding = 1) uniform bb {
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int foo;
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layout(binding = 2) float f; // ERROR
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} bbi;
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in centroid vec4 centroidIn;
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layout(location = 200000) uniform vec4 bigl; // ERROR, location too big
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layout(early_fragment_tests) in;
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layout(location = 40) out vec4 bigout1; // ERROR, too big
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layout(location = 40) out vec4 bigout2; // ERROR, overlap
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layout(location = -2) out vec4 neg; // ERROR, negative
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layout(std430) uniform b430 {
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int i;
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} b430i;
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layout(shared) uniform bshar {
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int i;
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} bshari;
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in smooth vec4 smoothIn;
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in flat int flatIn;
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uniform sampler2DMS s2dms;
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void foots()
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{
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highp ivec2 v2 = textureSize(s1, 2);
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highp ivec3 v3 = textureSize(isamp2DA, 3);
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v2 = textureSize(s2dms);
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v2 = imageSize(i2D);
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}
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out bool bout; // ERROR
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out image2D imageOut; // ERROR
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out mat2x3 mout; // ERROR
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