mirror of
https://github.com/RPCS3/glslang.git
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f2cfe27021
Protect more against error recovery of bad built-in variable redeclarations.
204 lines
4.3 KiB
GLSL
204 lines
4.3 KiB
GLSL
#version 120
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in vec4 i; // ERROR
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out vec4 o; // ERROR
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attribute vec2 attv2;
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attribute vec4 attv4;
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uniform sampler2D s2D;
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invariant varying vec2 centTexCoord;
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invariant gl_Position;
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centroid gl_Position; // ERROR
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centroid centroid foo; // ERROR
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invariant gl_Position, gl_PointSize;
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void main()
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{
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centTexCoord = attv2;
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gl_Position = attv4;
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gl_ClipVertex = attv4;
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gl_ClipDistance[1] = 0.2; // ERROR
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vec3[12] a;
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vec4[a.length()] b;
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gl_Position = b[b.length()-1];
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float f[];
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int a1 = f.length(); // ERROR
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float f[7];
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int aa = f.length();
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int a2 = f.length; // ERROR
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int a3 = f.length(a); // ERROR
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int a4 = f.flizbit; // ERROR
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int a4 = f.flizbit(); // ERROR
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float md[2][4]; // ERROR
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float[2] md2[4]; // ERROR
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float[2][4] md3; // ERROR
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float md5, md6[2][3]; // ERROR
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float[2] md4, md7[4]; // ERROR
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float md9[2][3] = float[2][3](1, 2, 3, 4, 5, 6); // ERROR
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float md10, md11[2][3] = float[2][3](1, 2, 3, 4, 5, 6); // ERROR
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gl_PointSize = 3.8;
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}
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uniform float initted = 3.4; // okay
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const float concall = sin(0.3);
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int[2][3] foo( // ERROR
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float[2][3] a, // ERROR
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float[2] b[3], // ERROR
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float c[2][3]); // ERROR
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int overloadA(in float f);
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int overloadA(out float f); // ERROR, different qualifiers
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float overloadA(float); // ERROR, different return value for same signature
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float overloadA(out float f, int);
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float overloadA(int i);
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void overloadB(float, const in float) { }
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vec2 overloadC(int, int);
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vec2 overloadC(const in int, float);
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vec2 overloadC(float, int);
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vec2 overloadC(vec2, vec2);
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vec3 overloadD(int, float);
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vec3 overloadD(float, in int);
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vec3 overloadE(float[2]);
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vec3 overloadE(mat2 m);
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vec3 overloadE(vec2 v);
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vec3 overloadF(int);
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vec3 overloadF(float);
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void foo()
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{
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float f;
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int i;
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overloadB(f, f);
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overloadB(f, 2);
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overloadB(1, i);
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overloadC(1); // ERROR
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overloadC(1, i);
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overloadC(vec2(1), vec2(2));
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overloadC(f, 3.0); // ERROR, no way
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overloadC(ivec2(1), vec2(2));
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overloadD(i, f);
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overloadD(f, i);
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overloadD(i, i); // ERROR, ambiguous
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int overloadB; // hiding
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overloadB(1, i); // ERROR
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sin(1);
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texture2D(s2D, ivec2(0));
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clamp(attv4, 0, 1);
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clamp(ivec4(attv4), 0, 1);
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int a[2];
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overloadC(a, 3); // ERROR
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overloadE(a); // ERROR
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overloadE(3.3); // ERROR
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overloadE(vec2(3.3));
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overloadE(mat2(0.5));
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overloadE(ivec4(1)); // ERROR
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overloadE(ivec2(1));
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float b[2];
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overloadE(b);
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overloadF(1, 1); // ERROR
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overloadF(1);
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}
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varying vec4 gl_TexCoord[35]; // ERROR, size too big
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// tests for output conversions
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void outFun(in float, out ivec2, in int, out float);
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int outFunRet(in float, out int, const in int, out ivec4);
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ivec2 outFunRet(in float, out ivec4, in int, out ivec4);
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void foo2()
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{
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vec2 v2;
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vec4 v4;
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float f;
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int i;
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outFun(i, v2, i, f);
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outFunRet(i, f, i, v4);
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float ret = outFunRet(i, f, i, v4);
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vec2 ret2 = outFunRet(i, v4, i, v4);
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bool b = any(lessThan(v4, attv4)); // tests aggregate arg to unary built-in
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}
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void noise()
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{
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float f1 = noise1(1.0);
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vec2 f2 = noise2(vec2(1.0));
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vec3 f3 = noise3(vec3(1.0));
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vec4 f4 = noise4(vec4(1.0));
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}
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// version 130 features
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uniform int c;
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attribute ivec2 x;
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attribute vec2 v2a;
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attribute float c1D;
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attribute vec2 c2D;
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attribute vec3 c3D;
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uniform vec4 v4;
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void foo213()
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{
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float f = 3;
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switch (c) { // ERRORs...
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case 1:
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f = sin(f);
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break;
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case 2:
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f = f * f;
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default:
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f = 3.0;
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}
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int i;
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i << 3 | 0x8A >> 1 & 0xFF; // ERRORs...
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vec3 modfOut, modfIn;
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vec3 v11 = modf(modfIn, modfOut); // ERRORS...
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float t = trunc(f);
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vec2 v12 = round(v2a);
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vec2 v13 = roundEven(v2a);
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bvec2 b10 = isnan(v2a);
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bvec4 b11 = isinf(v4);
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sinh(c1D) + // ERRORS...
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cosh(c1D) * tanh(c2D);
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asinh(c4D) + acosh(c4D);
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atanh(c3D);
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int id = gl_VertexID; // ERROR
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gl_ClipDistance[1] = 0.3; // ERROR
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}
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int gl_ModelViewMatrix[] = 0;
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// token pasting (ERRORS...)
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#define mac abc##def
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int mac;
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#define macr(A,B) A ## B
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int macr(qrs,tuv);
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