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https://github.com/RPCS3/glslang.git
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192 lines
7.2 KiB
GLSL
192 lines
7.2 KiB
GLSL
#version 440
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// Note 'location' tests for enhanced layouts are in 330.frag
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layout(location = 2, component = 2) in vec2 a;
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layout(location = 2, component = 1) in float b;
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layout(location = 3, component = 2) in vec3 c; // ERROR: c overflows components 2 and 3
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layout(location = 0, component = 3) in float d[4];
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layout(location = 4, component = 0) in vec3 e[5];
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layout(location = 4, component = 3) in float f[5];
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layout(location = 9, component = 4) in float g[6]; // ERROR, component too big
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layout(location = 4, component = 2) in vec2 h; // component overlap okay for vertex in
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layout(location = 3, component = 2) out vec2 i;
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layout(location = 3, component = 0) out vec2 j;
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layout(location = 4, component = 2) out vec2 k;
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layout(location = 4, component = 2) out vec2 m; // ERROR, component overlap
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layout(location = 2, component = 2) out vec2 n;
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layout(location = 2, component = 0) out vec3 p; // ERROR, component overlap
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layout(location = 10, component = 3) out float q[6];
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layout(location = 10, component = 0) out vec3 r[6];
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layout(location = 15, component = 3) out float s; // ERROR, overlap
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layout(location = 10, component = 1) out float t; // ERROR, overlap
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layout(location = 20, component = 2) out float u;
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layout(location = 20, component = 0) out float v;
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layout(location = 20, component = 3) out float w;
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layout(location = 20, component = 1) out vec2 x; // ERROR, overlap
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layout(location = 30, component = 3) out vec2 y; // ERROR, goes to component 4
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layout(location = 31, component = 1) out vec4 z; // ERROR, goes to component 4
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layout(location = 32, component = 1) out mat4 ba; // ERROR
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layout(location = 33, component = 1) out struct S {int a;} Ss; // ERROR
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layout(location = 34, component = 1) out bn { int a;} bb; // ERROR
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layout(component = 1) out float bc; // ERROR, no location
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out blockname {
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layout(location = 40, component = 2) out float u;
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layout(location = 40, component = 0) out float v;
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layout(location = 40, component = 3) out float w;
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layout(location = 40, component = 1) out vec2 x; // ERROR, overlap
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layout(location = 41, component = 3) out vec2 y; // ERROR, goes to component 4
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layout(location = 42, component = 1) out vec4 z; // ERROR, goes to component 4
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layout(location = 42, component = 1) out mat4 ba; // ERROR
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layout(location = 43, component = 1) out S Ss; // ERROR
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} bd;
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layout(location = 1, component = 1) out; // ERROR, no global setting
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layout(location = 50, component = 3) out int be;
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layout(location = 50, component = 0) out vec3 bf;
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layout(location = 51, component = 1) out double dfo; // ERROR, odd component
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layout(location = 52, component = 2) out dvec2 dvo; // ERROR, overflow
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layout(location = 53) out double dfo2;
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layout(location = 53, component = 2) out vec2 ffv2; // okay, fits
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layout(location = 54) out dvec4 dvec4out; // uses up location 55 too
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layout(location = 55) out float overf; // ERROR, collides with previous dvec4
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layout(location = 56, component = 1) out vec2 df2o;
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layout(location = 56, component = 3) out float sf2o;
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layout(location = 57, component = 2) out vec2 dv3o;
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layout(location = 57, component = 3) out float sf4o; // ERROR, overlapping component
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layout(location=58) out flat dvec3 dv3o2; // uses part of location 59
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layout(location=59, component=2) out flat double dfo3; // okay, fits
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layout(location=59, component=0) out flat double dfo4; // ERROR, overlaps the dvec3 in starting in 58
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out bblck1 {
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vec4 bbv;
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} bbinst1;
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out bblck2 {
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layout(xfb_offset=64) vec4 bbv;
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} bbinst2;
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layout(xfb_buffer = 3, xfb_stride = 64) out; // default buffer is 3
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out bblck3 {
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layout(xfb_offset=16) vec4 bbv; // in xfb_buffer 3
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} bbinst3;
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uniform ubblck3 {
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layout(xfb_offset=16) vec4 bbv; // ERROR, not in a uniform
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} ubbinst3;
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layout(xfb_buffer=2, xfb_offset=48, xfb_stride=80) out vec4 bg;
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layout( xfb_offset=32, xfb_stride=64) out vec4 bh;
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layout(xfb_offset=48) out; // ERROR
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layout(xfb_stride=80, xfb_buffer=2, xfb_offset=16) out bblck4 {
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vec4 bbv1;
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vec4 bbv2;
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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=64, xfb_buffer=3, xfb_offset=48) vec4 bbv2;
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layout(xfb_buffer=2) vec4 bbv3; // ERROR, wrong buffer
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} bbinst5;
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out layout(xfb_buffer=2) bblck6 {
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layout(xfb_offset=0) vec4 bbv1;
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layout(xfb_stride=64, xfb_buffer=3, xfb_offset=32) vec4 bbv2; // ERROR, overlap 32 from bh, and buffer contradiction
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layout(xfb_buffer=2, xfb_offset=0) vec4 bbv3; // ERROR, overlap 0 from bbinst5
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layout(xfb_buffer=2) vec4 bbv5;
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layout(xfb_offset=24) float bbf6; // ERROR, overlap 24 from bbv1 in bbinst4
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} bbinst6;
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layout(xfb_stride=48) out; // ERROR, stride of buffer 3
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layout(xfb_buffer=1) out; // default buffer is 1
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layout(xfb_offset=4) out float bj;
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layout(xfb_offset=0) out ivec2 bk; // ERROR, overlap 4
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layout(xfb_buffer=3, xfb_stride=48) out; // ERROR, stride of buffer 3 (default is now 3)
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layout(xfb_stride=48) out float bl; // ERROR, stride of buffer 3
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layout(xfb_stride=48) out bblck7 { // ERROR, stride of buffer 3
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layout(xfb_stride=64) vec4 bbv1;
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layout(xfb_stride=32) vec4 bbv2; // ERROR, stride of buffer 3
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} bbinst7;
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struct S5 {
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int i; // 4 bytes plus 4 byte hole
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double d; // 8 bytes
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float f; // 4 bytes
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}; // total size = 20
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struct T {
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bool b; // 4 plus 4 byte hole
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S5 s; // 20
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vec2 v2; // 8
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}; // total size = 36
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out layout(xfb_buffer=0, xfb_offset=0, xfb_stride=92) bblck8 { // ERROR, stride not multiple of 8
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bool b; // offset 0
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T t; // offset 8, size 40
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int i; // offset 40 + 4 = 48
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mat3x3 m3; // offset 52
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float f; // offset 52 + 9*4 = 88
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float g; // ERROR, overflow stride
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} bbinst8;
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out layout(xfb_buffer=4) bblck9 {
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layout(xfb_offset=1) bool b; // ERROR
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layout(xfb_offset=12) T t; // ERROR
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layout(xfb_offset=52) mat3x3 m3; // non-multiple of 8 okay
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layout(xfb_offset=90) int i; // ERROR
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layout(xfb_offset=98) double d; // ERROR
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layout(xfb_offset=108) S s; // non-multiple of 8 okay
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} bbinst9;
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layout(xfb_buffer=5, xfb_stride=6) out; // link ERROR, stride not multiple of 4
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layout(xfb_offset=0) out float bm;
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layout(xfb_buffer=6, xfb_stride=2000) out; // ERROR, stride too big
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out layout(xfb_buffer=7, xfb_offset=0) bblck10 { // link ERROR, implicit stride too big
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dmat4x4 m1;
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dmat4x4 m2;
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float f;
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} bbinst10;
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int drawParamsBad()
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{
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return gl_BaseVertexARB + gl_BaseInstanceARB + gl_DrawIDARB; // ERROR, extension not requested
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}
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#extension GL_ARB_shader_draw_parameters: enable
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int drawParams()
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{
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return gl_BaseVertexARB + gl_BaseInstanceARB + gl_DrawIDARB;
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gl_BaseVertexARB = 3; // ERROR, can't write to shader 'in'
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gl_BaseInstanceARB = 3; // ERROR, can't write to shader 'in'
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gl_DrawIDARB = 3; // ERROR, can't write to shader 'in'
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glBaseInstanceARB; // ERROR, not defined
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}
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