mirror of
https://github.com/RPCS3/glslang.git
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b35e9bfa21
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@25511 e7fa87d3-cd2b-0410-9028-fcbf551c1848
121 lines
2.7 KiB
GLSL
121 lines
2.7 KiB
GLSL
#version 330 compatibility
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in vec4 inVar;
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out vec4 outVar;
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varying vec4 varyingVar;
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void main()
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{
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gl_FragColor = varyingVar; // link ERROR: user output was used
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gl_FragData[1] = inVar; // link ERROR: user output was used
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int buffer = 4;
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}
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#extension GL_ARB_separate_shader_objects : enable
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in gl_PerFragment {
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vec4 gl_Color;
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};
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void foo()
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{
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vec4 c = gl_Color;
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outVar = inVar;
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}
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in gl_block { // ERROR
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int gl_i;
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} gl_name;
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in myBlock {
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int gl_i; // ERROR
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} gl_name; // ERROR
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in gl_PerVertex { // ERROR
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vec4 gl_FragCoord;
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} gl_in[];
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in gl_PerVertex { // ERROR
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vec4 gl_FragCoord;
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}; // ERROR
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const int start = 6;
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layout(location = -2) in vec4 v1; // ERROR
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layout(location = start + 2) in vec4 v2; // ERROR
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layout(location = 4.7e10) in vec4 v20; // ERROR
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layout(location = +60) in float v21; // ERROR
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layout(location = (2)) in float v22; // ERROR
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struct S {
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float f1;
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layout(location = 3) float f2; // ERROR
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};
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layout(location = 1) in inblock { // ERROR
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float f1;
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layout(location = 3) float f2; // ERROR
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};
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layout(location = 1) uniform ublock { // ERROR
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float f1;
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layout(location = 3) float f2; // ERROR
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} uinst;
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#extension GL_ARB_enhanced_layouts : enable
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layout(location = start) in vec4 v3;
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layout(location = -2) in vec4 v4; // ERROR
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layout(location = -start) in vec4 v5; // ERROR
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layout(location = start*start - 2 - 4) in vec4 v6;
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layout(location = +61) in float v23;
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layout(location = (62)) in float v24;
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struct S2 {
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float f1;
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layout(location = 3) float f2; // ERROR
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};
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layout(location = 28) in inblock2 {
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bool b1;
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float f1;
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layout(location = 25) float f2;
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vec4 f3;
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layout(location = 21) S2 s2;
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vec4 f4;
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vec4 f5;
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} ininst2;
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layout(location = 13) uniform ublock2 { // ERROR
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float f1;
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layout(location = 3) float f2; // ERROR
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} uinst2;
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in inblock3 { // ERROR, mix of location internal with no location external
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float f1;
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layout(location = 40) float f2;
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} in3;
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in ublock4 {
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layout(location = 50) float f1;
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layout(location = 51) float f2;
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} in4;
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layout(location = 33) in struct SS {
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vec3 a; // gets location 33
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mat2 b; // gets locations 34 and 35
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vec4 c[2]; // gets locations 36 and 37
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layout (location = 38) vec2 A; // ERROR, can't use on struct member
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} s;
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layout(location = 44) in block {
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vec4 d; // gets location 44
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vec4 e; // gets location 45
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layout(location = 47) vec4 f; // gets location 47
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vec4 g; // gets location 48
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layout (location = 41) vec4 h; // gets location 41
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vec4 i; // gets location 42
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vec4 j; // gets location 43
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vec4 k; // ERROR, location 44 already used
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};
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