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https://github.com/RPCS3/glslang.git
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202 lines
5.6 KiB
GLSL
202 lines
5.6 KiB
GLSL
#version 400 core
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in vec2 c2D;
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flat in int i;
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out vec4 outp;
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uniform sampler2D arrayedSampler[5];
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uniform usampler2DRect samp2dr;
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uniform isampler2DArray isamp2DA;
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void main()
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{
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vec4 v;
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v = texture(arrayedSampler[i], c2D);
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outp.x = gl_ClipDistance[1];
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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, offsets not constant
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uv4 = textureGatherOffsets(samp2dr, c2D, constOffsets, 2);
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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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vec4 c = gl_FragCoord;
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}
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layout(location = 4) in vec4 vl; // ERROR, not supported
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#ifdef GL_ARB_separate_shader_objects
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#extension GL_ARB_separate_shader_objects : enable
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#endif
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layout(location = 6) in vec4 vl2;
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layout(location = 3) uniform vec3 uv3;
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layout(location = 5) in vec4 gl_Color; // ERROR, layout
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noperspective in float gl_ClipDistance[4]; // ERROR, can't change qualifier
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, declared after use
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uniform sampler2DRectShadow u2drs;
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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(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant
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textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[1]);
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textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range
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textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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}
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patch in vec4 patchIn; // ERROR
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patch out vec4 patchOut; // ERROR
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void foo24()
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{
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dvec3 df, di;
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df = modf(dvec3(outp.xyz), di);
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}
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in float in1;
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in vec2 in2;
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in vec3 in3;
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in vec4 in4;
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void foodc1()
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{
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vec2 v2 = dFdxFine(in2); // ERROR
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vec3 v3 = dFdyCoarse(in3); // ERROR
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vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4); // ERROR
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}
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#extension GL_ARB_derivative_control : enable
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void foodc2()
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{
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vec2 v2 = dFdxFine(in2);
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vec3 v3 = dFdyCoarse(in3);
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vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4);
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uint u1;
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ivec3 i3;
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ivec2 i2;
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v2 = frexp(v2, i2);
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v3 = ldexp(v3, i3);
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u1 = packUnorm4x8(v4);
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u1 = packSnorm4x8(v4);
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v4 = unpackUnorm4x8(u1);
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v4 = unpackSnorm4x8(u1);
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double d;
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uvec2 u2;
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d = packDouble2x32(u2);
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u2 = unpackDouble2x32(d);
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}
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sample in vec4 colorSampIn;
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sample out vec4 colorSampleBad; // ERROR
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noperspective in vec4 colorfsi;
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sample in vec3 sampInArray[4];
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smooth in float scalarIn;
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flat centroid in vec2 colorfc;
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struct S {
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float x;
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};
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in S s1;
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sample S s2;
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void interp()
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{
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interpolateAtCentroid(colorfc);
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interpolateAtCentroid(colorSampIn);
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interpolateAtCentroid(colorfsi);
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interpolateAtCentroid(scalarIn);
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interpolateAtCentroid(sampInArray); // ERROR
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interpolateAtCentroid(sampInArray[2]);
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interpolateAtCentroid(sampInArray[2].xy); // ERROR
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interpolateAtSample(sampInArray, 1); // ERROR
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interpolateAtSample(sampInArray[i], 0);
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interpolateAtSample(s1.x, 2);
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interpolateAtSample(scalarIn, 1);
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interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR
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interpolateAtOffset(sampInArray[2], vec2(0.2));
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interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle
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interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
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interpolateAtOffset(s2.x, vec2(0.2)); // ERROR
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float f;
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interpolateAtCentroid(f); // ERROR, not interpolant
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interpolateAtSample(outp, 0); // ERROR, not interpolant
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}
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uniform sampler1D samp1D;
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uniform isampler2D isamp2D;
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uniform usampler3D usamp3D;
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uniform samplerCube sampCube;
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uniform isampler1DArray isamp1DA;
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uniform usampler2DArray usamp2DA;
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uniform isamplerCubeArray isampCubeA;
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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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vec2 lod;
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float pf;
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vec2 pf2;
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vec3 pf3;
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lod = textureQueryLod(samp1D, pf);
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lod = textureQueryLod(isamp2D, pf2);
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lod = textureQueryLod(usamp3D, pf3);
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lod = textureQueryLod(sampCube, pf3);
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lod = textureQueryLod(isamp1DA, pf);
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lod = textureQueryLod(usamp2DA, pf2);
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lod = textureQueryLod(isampCubeA, pf3);
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lod = textureQueryLod(samp1Ds, pf);
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lod = textureQueryLod(samp2Ds, pf2);
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lod = textureQueryLod(sampCubes, pf3);
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lod = textureQueryLod(samp1DAs, pf);
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lod = textureQueryLod(samp2DAs, pf2);
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lod = textureQueryLod(sampCubeAs, pf3);
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lod = textureQueryLod(sampBuf, pf); // ERROR
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lod = textureQueryLod(sampRect, pf2); // ERROR
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}
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uniform uint uu;
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out uint iout;
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void bitwiseConv()
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{
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iout = uu & i;
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iout += uu ^ i;
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iout += i | uu;
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}
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subroutine(subT1, subT2);
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subroutine float subT1() { return 1.0; }
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subroutine float subT2() { return 1.0; }
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struct SKeyMem { int precise; } KeyMem; // ERROR, keyword can't be a member
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