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https://github.com/RPCS3/glslang.git
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154 lines
5.2 KiB
GLSL
154 lines
5.2 KiB
GLSL
#version 440
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// Note 'location'-only tests for enhanced layouts are in 330.frag
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// Generic 'component' tests are in 440.vert
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// a consumes components 2 and 3 of location 4
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layout(location = 4, component = 2) in vec2 a;
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// b consumes component 1 of location 4
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layout(location = 4, component = 1) in float b;
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layout(location = 4, component = 2) in vec2 h; // ERROR, component overlap not okay for fragment in
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layout(location = 3, component = 2) in vec3 c; // ERROR: c overflows components 2 and 3
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// e consumes beginning (components 0, 1 and 2) of each of 6 slots
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layout(location = 20, component = 0) in vec3 e[6];
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// f consumes last component of the same 6 slots
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layout(location = 20, component = 3) in float f[6];
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layout(location = 30, component = 3) out int be;
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layout(location = 30, component = 0) out vec3 bf; // ERROR, not the same basic type
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writeonly uniform; // ERROR
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readonly in; // ERROR
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flat out; // ERROR
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mediump uniform;
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layout(offset=12) uniform; // ERROR
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layout(offset=12) in; // ERROR
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layout(offset=12) out; // ERROR
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layout(align=16) uniform; // ERROR
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layout(align=16) in; // ERROR
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layout(align=16) out; // ERROR
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layout(offset=12) uniform ubl1 { int a; } inst1; // ERROR
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layout(offset=12) in inbl2 { int a; } inst2; // ERROR
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layout(offset=12) out inbl3 { int a; } inst3; // ERROR
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layout(align=16, std140) uniform ubl4 { int a; } inst4;
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layout(align=16) uniform ubl8 { int a; } inst8; // ERROR, no packing
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layout(align=16) in inbl5 { int a; } inst5; // ERROR
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layout(align=16) out inbl6 { int a; } inst6; // ERROR
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layout(offset=12) uniform vec4 v1; // ERROR
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layout(offset=12) in vec4 v2; // ERROR
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layout(offset=12) out vec4 v3; // ERROR
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layout(align=16) uniform vec4 v4; // ERROR
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layout(align=16) in vec4 v5; // ERROR
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layout(align=16) out vec4 v6; // ERROR
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layout(std140) in; // ERROR
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layout(std140) uniform vec4 v7; // ERROR
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layout(align=48) uniform ubl7 { // ERROR, not power of 2
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layout(offset=12, align=4) float f; // ERROR, no packing
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} inst7;
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in ibl10 {
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layout(offset=12) float f; // ERROR
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layout(align=4) float g; // ERROR
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} inst10;
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layout(std430) uniform;
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layout(align=32) uniform ubl9 {
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float e;
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layout(offset=12, align=4) float f;
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layout(offset=20) float g;
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float h;
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} inst9;
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uniform ubl11 {
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layout(offset=12, align=4) float f;
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float g;
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} inst11;
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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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layout(offset = 40) vec2 c; // ERROR, lies within previous member
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layout(align = 6) double g; // ERROR, 6 is not a power of 2
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layout(offset=68) double h; // ERROR, offset not aligned
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} specExampleErrors;
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layout(std140) uniform block2 {
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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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layout(offset = 48) vec2 d; // d takes offsets 48-55
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layout(align = 16) float e; // e takes offsets 64-67
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layout(align = 2) double f; // f takes offsets 72-79
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layout(offset = 80) float h; // h takes offsets 80-83
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layout(align = 64) dvec3 i; // i takes offsets 128-151
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layout(offset = 164, align = 8) float j; // j takes offsets 168-171
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} specExample;
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layout(std430) buffer block430 {
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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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layout(offset = 40) vec2 c; // ERROR, lies within previous member
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layout(align = 6) double g; // ERROR, 6 is not a power of 2
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layout(offset=68) double h; // ERROR, offset not aligned
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layout(align = 0) double i; // ERROR, 0 not a power of 2
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} specExampleErrors430;
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layout(std430) buffer block2430 {
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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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layout(offset = 48) vec2 d; // d takes offsets 48-55
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layout(align = 16) float e; // e takes offsets 64-67
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layout(align = 2) double f; // f takes offsets 72-79
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layout(offset = 80) float h; // h takes offsets 80-83
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layout(align = 64) dvec3 i; // i takes offsets 128-151
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layout(offset = 164, align = 8) float j; // j takes offsets 168-171
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} specExample430;
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layout(std430, align = 128) buffer block24300 {
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vec4 a;
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vec3 b;
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vec2 d;
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float e;
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double f;
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float h;
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dvec3 i;
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} specExample4300;
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layout(std430, align = 128) buffer block24301 {
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vec4 a;
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vec3 b;
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vec2 d;
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layout(offset=388) float e;
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layout(align=8) double f;
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float h;
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dvec3 i;
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} specExample4301;
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int aconst[gl_MaxTransformFeedbackBuffers];
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int bconst[gl_MaxTransformFeedbackInterleavedComponents];
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sample in vec3 sampInArray[4];
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void interp()
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{
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interpolateAtCentroid(sampInArray[2].xy);
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interpolateAtSample(sampInArray[2].x.x, 2);
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}
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int layer()
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{
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return gl_Layer;
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}
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