mirror of
https://github.com/RPCS3/glslang.git
synced 2024-12-18 00:37:43 +00:00
162 lines
4.7 KiB
GLSL
162 lines
4.7 KiB
GLSL
#version 420 core
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#version 420 core
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varying vec2 v2; // ERROR, varying reserved
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in vec4 bad[10];
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highp in vec4 badorder;
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out invariant vec4 badorder2;
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in centroid vec4 badorder4; // ERROR, no centroid input to vertex stage
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out flat vec4 badorder3;
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void bar(in const float a);
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void bar2(highp in float b);
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smooth flat out vec4 rep; // ERROR, replicating interpolation qualification
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centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification
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in uniform vec4 rep3; // ERROR, replicating storage qualification
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int anonconst;
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const int aconst = 5;
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const int a = aconst;
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const int b = anonconst; // ERROR at global scope
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const int foo() // ERROR, no const functions
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{
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const int a = aconst;
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const int b = anonconst;
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const int c = a; // still compile-time const
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const int d = b; // not a compile-time const
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float x[c]; // okay
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float y[d]; // ERROR
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return b;
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}
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void main()
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{
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int i;
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if (i == 3)
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int j = i;
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else
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int k = j; // ERROR, j is undeclared
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int m = k; // ERROR, k is undeclared
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int n = j; // ERROR, j is undeclared
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while (true)
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int jj;
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int kk = jj; // ERROR, jj is undeclared
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}
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const float cx = 4.20;
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const float dx = 4.20;
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void bar(in highp volatile vec4 v)
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{
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int s;
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s.x; // okay
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s.y; // ERROR
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if (bad[0].x == cx.x)
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;
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if (cx.x == dx.x)
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badorder3 = bad[0];
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float f;
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vec3 smeared = f.xxx;
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f.xxxxx; // ERROR
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f.xxy; // ERROR
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}
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layout(binding = 3) uniform; // ERROR
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layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
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layout(binding = 7) uniform anonblock { int aoeu; } ;
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layout(location = 1) in; // ERROR
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layout(binding = 1) in inblock { int aoeua; }; // ERROR
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layout(binding = 100000) uniform anonblock2 { int aooeu; } ;
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layout(binding = 4) uniform sampler2D sampb1;
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layout(binding = 5) uniform sampler2D sampb2[10];
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layout(binding = 80) uniform sampler2D sampb3; // ERROR, binding too big
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layout(binding = 31) uniform sampler2D sampb4;
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layout(binding = 79) uniform sampler2D sampb5[2]; // ERROR, binding too big
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int fgfg(float f, mediump int i);
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int fgfg(float f, highp int i);
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out gl_PerVertex {
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float gl_ClipDistance[4];
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};
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patch in vec4 patchIn; // ERROR
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patch out vec4 patchOut; // ERROR
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void bar23444()
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{
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mat4x3 m43; \
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float a1 = m43[3].y;
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vec3 v3;
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int a2 = m43.length();
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a2 += m43[1].length();
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a2 += v3.length();
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const float b = 2 * a1;
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int a = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset;
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}
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const int comma0 = (2, 3); // ERROR
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int comma1[(2, 3)]; // ERROR
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layout(r32i) uniform iimage2D iimg2D;
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layout(rgba32i) uniform iimage2D iimg2Drgba;
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layout(rgba32f) uniform image2D img2Drgba;
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layout(r32ui) uniform uimage2D uimg2D;
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uniform image2DMS img2DMS; // ERROR image variables not declared writeonly must have format layout qualifier
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uniform writeonly image2DMS img2DMSWO;
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void qux()
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{
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int i = aoeu;
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imageAtomicCompSwap(iimg2D, ivec2(i,i), i, i);
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imageAtomicAdd(uimg2D, ivec2(i,i), uint(i));
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imageAtomicMin(iimg2Drgba, ivec2(i,i), i); // ERROR iimg2Drgba does not have r32i layout
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imageAtomicMax(img2Drgba, ivec2(i,i), i); // ERROR img2Drgba is not integer image
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ivec4 pos = imageLoad(iimg2D, ivec2(i,i));
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vec4 col = imageLoad(img2DMS, ivec2(i,i), i);
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imageStore(img2DMSWO, ivec2(i,i), i, vec4(0));
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imageLoad(img2DMSWO, ivec2(i,i), i); // ERROR, drops writeonly
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}
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volatile float vol; // ERROR, not an image
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readonly int vol2; // ERROR, not an image
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void passr(coherent readonly iimage2D image)
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{
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}
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layout(r32i) coherent readonly uniform iimage2D qualim1;
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layout(r32i) coherent volatile readonly uniform iimage2D qualim2;
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void passrc()
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{
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passr(qualim1);
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passr(qualim2); // ERROR, drops volatile
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passr(iimg2D);
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}
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layout(rg8i) uniform uimage2D i1bad; // ERROR, type mismatch
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layout(rgba32i) uniform image2D i2bad; // ERROR, type mismatch
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layout(rgba32f) uniform uimage2D i3bad; // ERROR, type mismatch
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layout(r8_snorm) uniform iimage2D i4bad; // ERROR, type mismatch
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layout(rgba32ui) uniform iimage2D i5bad; // ERROR, type mismatch
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layout(r8ui) uniform iimage2D i6bad; // ERROR, type mismatch
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uniform offcheck {
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layout(offset = 16) int foo; // ERROR
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} offcheckI;
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uniform sampler1D samp1D;
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uniform sampler1DShadow samp1Ds;
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void qlod()
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{
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int levels;
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levels = textureQueryLevels(samp1D); // ERROR, not until 430
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levels = textureQueryLevels(samp1Ds); // ERROR, not until 430
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}
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layout(binding=0) writeonly uniform image1D badArray[];
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