mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-24 11:50:06 +00:00
256 lines
8.2 KiB
GLSL
256 lines
8.2 KiB
GLSL
#version 320 es
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out outbname {
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int a;
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out vec4 v;
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highp sampler2D s; // ERROR, opaque type
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} outbinst;
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out outbname2 {
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layout(location = 12) int aAnon;
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layout(location = 13) vec4 vAnon;
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};
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layout(location = 12) out highp int aliased; // ERROR, aliasing location
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in inbname { int a; } inbinst; // ERROR, no in block in vertex shader
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out gl_PerVertex { // ERROR, has extra member
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highp vec4 gl_Position;
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highp vec4 t;
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};
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void main()
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{
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int sum = gl_VertexID +
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gl_InstanceID;
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gl_Position = vec4(1.0);
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gl_PointSize = 2.0; // ERROR, removed by redeclaration
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}
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out gl_PerVertex { // ERROR, already used and already redeclared
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highp vec4 gl_Position;
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highp vec4 t;
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};
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smooth out smo { // ERROR, no smooth on a block
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int i;
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} smon;
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flat out fmo { // ERROR, no flat on a block
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int i;
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} fmon;
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centroid out cmo { // ERROR, no centroid on a block
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int i;
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} cmon;
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invariant out imo { // ERROR, no invariant on a block
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int i;
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} imon;
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in vec2 inf, ing;
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uniform ivec2 offsets[4];
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uniform sampler2D sArray[4];
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uniform int sIndex;
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layout(binding = 0) uniform atomic_uint auArray[2];
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uniform ubName { int i; } ubInst[4];
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buffer bbName { int i; } bbInst[4];
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highp uniform writeonly image2D iArray[5];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4));
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void pfoo()
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{
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precise vec2 h;
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h = fma(inf, ing, h);
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sArray[sIndex + 1];
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ubInst[sIndex + 1];
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bbInst[sIndex - 2]; // ERROR, still not supported
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iArray[2];
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iArray[sIndex - 2];
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textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));
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textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);
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textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant
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}
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uniform samplerBuffer noPreSamp1; // ERROR, no default precision
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uniform isamplerBuffer noPreSamp2; // ERROR, no default precision
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uniform usamplerBuffer noPreSamp3; // ERROR, no default precision
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uniform writeonly imageBuffer noPreSamp4; // ERROR, no default precision
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uniform writeonly iimageBuffer noPreSamp5; // ERROR, no default precision
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uniform writeonly uimageBuffer noPreSamp6; // ERROR, no default precision
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precision highp samplerBuffer;
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precision highp isamplerBuffer;
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precision highp usamplerBuffer;
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precision highp imageBuffer;
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precision highp iimageBuffer;
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precision highp uimageBuffer;
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#ifdef GL_OES_texture_buffer
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uniform samplerBuffer bufSamp1;
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uniform isamplerBuffer bufSamp2;
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uniform usamplerBuffer bufSamp3;
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#endif
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#ifdef GL_EXT_texture_buffer
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uniform writeonly imageBuffer bufSamp4;
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uniform writeonly iimageBuffer bufSamp5;
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uniform writeonly uimageBuffer bufSamp6;
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#endif
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void bufferT()
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{
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highp int s1 = textureSize(bufSamp1);
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highp int s2 = textureSize(bufSamp2);
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highp int s3 = textureSize(bufSamp3);
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highp int s4 = imageSize(bufSamp4);
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highp int s5 = imageSize(bufSamp5);
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highp int s6 = imageSize(bufSamp6);
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highp vec4 f1 = texelFetch(bufSamp1, s1);
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highp ivec4 f2 = texelFetch(bufSamp2, s2);
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highp uvec4 f3 = texelFetch(bufSamp3, s3);
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}
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uniform writeonly imageCubeArray noPreCA1; // ERROR, no default precision
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uniform writeonly iimageCubeArray noPreCA2; // ERROR, no default precision
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uniform writeonly uimageCubeArray noPreCA3; // ERROR, no default precision
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uniform samplerCubeArray noPreCA4; // ERROR, no default precision
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uniform samplerCubeArrayShadow noPreCA5; // ERROR, no default precision
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uniform isamplerCubeArray noPreCA6; // ERROR, no default precision
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uniform usamplerCubeArray noPreCA7; // ERROR, no default precision
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precision highp imageCubeArray ;
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precision highp iimageCubeArray ;
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precision highp uimageCubeArray ;
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precision highp samplerCubeArray ;
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precision highp samplerCubeArrayShadow;
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precision highp isamplerCubeArray ;
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precision highp usamplerCubeArray ;
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uniform writeonly imageCubeArray CA1;
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uniform writeonly iimageCubeArray CA2;
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uniform writeonly uimageCubeArray CA3;
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layout(rgba16f) uniform readonly imageCubeArray rCA1;
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layout(rgba32i) uniform readonly iimageCubeArray rCA2;
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layout(r32ui) uniform readonly uimageCubeArray rCA3;
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#ifdef GL_OES_texture_cube_map_array
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uniform samplerCubeArray CA4;
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uniform samplerCubeArrayShadow CA5;
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uniform isamplerCubeArray CA6;
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uniform usamplerCubeArray CA7;
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#endif
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void CAT()
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{
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highp ivec3 s4 = textureSize(CA4, 1);
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highp ivec3 s5 = textureSize(CA5, 1);
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highp ivec3 s6 = textureSize(CA6, 1);
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highp ivec3 s7 = textureSize(CA7, 1);
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highp vec4 t4 = texture(CA4, vec4(0.5));
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highp float t5 = texture(CA5, vec4(0.5), 3.0);
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highp ivec4 t6 = texture(CA6, vec4(0.5));
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highp uvec4 t7 = texture(CA7, vec4(0.5));
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highp vec4 L4 = textureLod(CA4, vec4(0.5), 0.24);
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highp ivec4 L6 = textureLod(CA6, vec4(0.5), 0.26);
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highp uvec4 L7 = textureLod(CA7, vec4(0.5), 0.27);
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highp vec4 g4 = textureGrad(CA4, vec4(0.5), vec3(0.1), vec3(0.2));
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highp ivec4 g6 = textureGrad(CA6, vec4(0.5), vec3(0.1), vec3(0.2));
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highp uvec4 g7 = textureGrad(CA7, vec4(0.5), vec3(0.1), vec3(0.2));
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highp vec4 gath4 = textureGather(CA4, vec4(0.5));
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highp vec4 gathC4 = textureGather(CA4, vec4(0.5), 2);
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highp ivec4 gath6 = textureGather(CA6, vec4(0.5));
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highp ivec4 gathC6 = textureGather(CA6, vec4(0.5), 1);
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highp uvec4 gath7 = textureGather(CA7, vec4(0.5));
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highp uvec4 gathC7 = textureGather(CA7, vec4(0.5), 0);
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highp vec4 gath5 = textureGather(CA5, vec4(0.5), 2.5);
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highp ivec3 s1 = imageSize(CA1);
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highp ivec3 s2 = imageSize(CA2);
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highp ivec3 s3 = imageSize(CA3);
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imageStore(CA1, s3, vec4(1));
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imageStore(CA2, s3, ivec4(1));
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imageStore(CA3, s3, uvec4(1));
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highp vec4 cl1 = imageLoad(rCA1, s3);
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highp ivec4 cl2 = imageLoad(rCA2, s3);
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highp uvec4 cl3 = imageLoad(rCA3, s3);
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}
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uniform sampler2DMSArray noPrec2DMS; // ERROR, no default
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uniform isampler2DMSArray noPrec2DMSi; // ERROR, no default
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uniform usampler2DMSArray noPrec2DMSu; // ERROR, no default
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precision highp sampler2DMSArray;
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precision highp isampler2DMSArray;
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precision highp usampler2DMSArray;
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uniform sampler2DMSArray samp2DMSA;
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uniform isampler2DMSArray samp2DMSAi;
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uniform usampler2DMSArray samp2DMSAu;
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void MSA()
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{
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vec4 tf = texelFetch(samp2DMSA, ivec3(5), 2);
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ivec4 tfi = texelFetch(samp2DMSAi, ivec3(5), 2);
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uvec4 tfu = texelFetch(samp2DMSAu, ivec3(5), 2);
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ivec3 tfs = textureSize(samp2DMSA);
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ivec3 tfsi = textureSize(samp2DMSAi);
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ivec3 tfsb = textureSize(samp2DMSAi, 4); // ERROR, no lod
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ivec3 tfsu = textureSize(samp2DMSAu);
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}
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uniform layout(r32f) highp image2D im2Df;
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uniform layout(r32ui) highp uimage2D im2Du;
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uniform layout(r32i) highp iimage2D im2Di;
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uniform ivec2 P;
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void goodImageAtom()
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{
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float datf;
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int dati;
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uint datu;
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imageAtomicAdd( im2Di, P, dati);
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imageAtomicAdd( im2Du, P, datu);
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imageAtomicMin( im2Di, P, dati);
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imageAtomicMin( im2Du, P, datu);
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imageAtomicMax( im2Di, P, dati);
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imageAtomicMax( im2Du, P, datu);
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imageAtomicAnd( im2Di, P, dati);
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imageAtomicAnd( im2Du, P, datu);
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imageAtomicOr( im2Di, P, dati);
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imageAtomicOr( im2Du, P, datu);
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imageAtomicXor( im2Di, P, dati);
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imageAtomicXor( im2Du, P, datu);
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imageAtomicExchange(im2Di, P, dati);
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imageAtomicExchange(im2Du, P, datu);
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imageAtomicExchange(im2Df, P, datf);
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imageAtomicCompSwap(im2Di, P, 3, dati);
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imageAtomicCompSwap(im2Du, P, 5u, datu);
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}
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sample out vec4 colorSample;
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flat sample out vec4 colorfsi;
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sample out vec3 sampInArray[4];
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in vec4 inv4;
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void badInterp()
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{
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interpolateAtCentroid(inv4); // ERROR, wrong stage
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interpolateAtSample(inv4, 1); // ERROR, need extension
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interpolateAtOffset(inv4, vec2(0.2)); // ERROR, need extension
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}
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