mirror of
https://github.com/RPCS3/glslang.git
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98 lines
3.3 KiB
GLSL
98 lines
3.3 KiB
GLSL
#version 450
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uniform sampler s;
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uniform sampler sA[4];
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uniform texture2D t2d;
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uniform texture3D t3d[4];
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int i;
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uniform samplerShadow sShadow;
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uniform texture3D t3d5[5];
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writeonly uniform image2D i2d;
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void badConst()
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{
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sampler2D(t2d); // ERROR, need 2 args
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sampler2D(s, s); // ERROR, wrong type
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sampler2D(i, i); // ERROR, wrong type
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sampler2D(t2d, i); // ERROR, wrong type
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sampler2D(t2d, t2d); // ERROR, wrong type
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sampler2D(t2d, sA); // ERROR, wrong type
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sampler3D[4](t3d5, sA[2]); // ERROR, can't make array
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sampler2D(i2d, s); // ERROR, image instead of texture
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sampler2D(t3d[1], s); // ERROR, 3D not 2D
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sampler2D(t2d, sShadow); // ERROR, shadow mismatch
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sampler2DShadow(t2d, s); // ERROR, shadow mismatch
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}
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sampler2D s2D = sampler2D(t2d, s); // ERROR, no sampler constructor
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sampler3D s3d[4] = sampler3D[4](t3d, sA[2]); // ERROR, no sampler constructor
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out vec4 color;
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void main()
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{
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color = texture(s2D, vec2(0.5));
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color += texture(s3d[i], vec3(0.5));
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}
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layout(push_constant) buffer pcb { // ERROR, not on a buffer
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int a;
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} pcbInst;
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layout(push_constant) uniform float pcfloat; // ERROR 2X: not on a non-block, and non-opaque outside block
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layout(push_constant) uniform; // ERROR, needs an object
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layout(push_constant) uniform pcb2 {
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int a;
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}; // Okay now to have no instance name
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layout(input_attachment_index = 2) uniform subpassInput subD;
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layout(input_attachment_index = 3) uniform texture2D subDbad1; // ERROR, not a texture
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layout(input_attachment_index = 4) writeonly uniform image2D subDbad2; // ERROR, not an image
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uniform subpassInput subDbad3; // ERROR, need attachment number
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layout(input_attachment_index = 2) uniform subpassInputMS subDMS;
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void foo()
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{
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vec4 v = subpassLoad(subD);
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v += subpassLoadMS(subD); // ERROR, no such function
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v += subpassLoad(subD, 2); // ERROR, no such sig.
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v += subpassLoad(subDMS, 2);
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v += subpassLoadMS(subDMS, 2); // ERROR, no such function
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}
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subroutine int fooS; // ERROR, not in SPV
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subroutine int fooSub(); // ERROR, not in SPV
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uniform vec4 dv4; // ERROR, no default uniforms
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void fooTex()
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{
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texture(t2d, vec2(1.0)); // ERROR, need a sampler, not a pure texture
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imageStore(t2d, ivec2(4, 5), vec4(1.2)); // ERROR, need an image, not a pure texture
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}
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precision highp float;
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layout(location=0) in vec2 vTexCoord;
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layout(location=0) out vec4 FragColor;
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vec4 userTexture(mediump sampler2D samp, vec2 coord)
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{
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return texture(samp, coord);
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}
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bool cond;
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void callUserTexture()
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{
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userTexture(sampler2D(t2d,s), vTexCoord); // ERROR, not point of use
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userTexture((sampler2D(t2d,s)), vTexCoord); // ERROR, not point of use
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userTexture((sampler2D(t2d,s), sampler2D(t2d,s)), vTexCoord); // ERROR, not point of use
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userTexture(cond ? sampler2D(t2d,s) : sampler2D(t2d,s), vTexCoord); // ERROR, no ?:, not point of use
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gl_NumSamples; // ERROR, not for Vulkan
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}
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