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https://github.com/RPCS3/glslang.git
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432 lines
15 KiB
GLSL
432 lines
15 KiB
GLSL
#version 310 es
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highp float nodef3(float); // ERROR, no default precision
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precision mediump float;
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precision highp usampler2D;
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precision highp sampler2D;
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precision highp isampler2DArray;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported
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layout(location = 2) in vec3 v3;
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layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi
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uniform sampler2D arrayedSampler[5];
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uniform usampler2D usamp2d;
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uniform usampler2DRect samp2dr; // ERROR, reserved
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uniform isampler2DArray isamp2DA;
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in vec2 c2D;
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uniform int i;
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void main()
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{
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vec4 v = texture(arrayedSampler[i], c2D); // ERROR
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ivec2 offsets[4];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported
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vec4 v4 = textureGather(arrayedSampler[0], c2D);
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ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(0.5));
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iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i)); // ERROR, offset not constant
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}
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out vec4 outp;
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void foo23()
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{
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const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range
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textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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if (gl_HelperInvocation)
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++outp;
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int sum = gl_MaxVertexImageUniforms +
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gl_MaxFragmentImageUniforms +
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gl_MaxComputeImageUniforms +
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gl_MaxCombinedImageUniforms +
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gl_MaxCombinedShaderOutputResources;
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bool b1, b2, b3, b;
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b1 = mix(b2, b3, b);
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uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
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ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
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}
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layout(binding=3) uniform sampler2D s1;
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layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec.
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highp layout(binding=2) uniform writeonly image2D i2D;
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layout(binding=4) uniform readonly image3D i3D; // ERROR, no default precision
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layout(binding=5) uniform imageCube iCube; // ERROR, no default precision
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layout(binding=6) uniform image2DArray i2DA; // ERROR, no default precision
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layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified; // ERROR, no default precision
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layout(binding = 1) uniform bb {
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int foo;
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layout(binding = 2) float f; // ERROR
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} bbi;
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in centroid vec4 centroidIn;
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layout(location = 200000) uniform vec4 bigl; // ERROR, location too big
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layout(early_fragment_tests) in;
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layout(location = 40) out vec4 bigout1; // ERROR, too big
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layout(location = 40) out vec4 bigout2; // ERROR, overlap
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layout(location = -2) out vec4 neg; // ERROR, negative
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layout(std430) buffer b430 {
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int i;
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} b430i;
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layout(shared) uniform bshar {
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int i;
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} bshari;
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in smooth vec4 smoothIn;
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in flat int flatIn;
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uniform sampler2DMS s2dms; // ERROR, no default precision qualifier
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void foots()
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{
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highp ivec2 v2 = textureSize(s1, 2);
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highp ivec3 v3 = textureSize(isamp2DA, 3);
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v2 = textureSize(s2dms);
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v2 = imageSize(i2D);
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v3 = imageSize(i3D);
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v2 = imageSize(iCube);
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v3 = imageSize(i2DA);
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v2 = imageSize(i2Dqualified);
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}
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out bool bout; // ERROR
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highp out image2D imageOut; // ERROR
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out mat2x3 mout; // ERROR
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in bool inb; // ERROR
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in sampler2D ino; // ERROR
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in float ina[4];
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in float inaa[4][2]; // ERROR
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struct S { float f; };
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in S ins;
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in S[4] inasa; // ERROR
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in S insa[4]; // ERROR
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struct SA { float f[4]; };
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in SA inSA; // ERROR
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struct SS { float f; S s; };
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in SS inSS; // ERROR
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#ifndef GL_EXT_shader_io_blocks
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#error GL_EXT_shader_io_blocks not defined
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#endif
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#extension GL_EXT_shader_io_blocks : enable
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out outbname { int a; } outbinst; // ERROR, not out block in fragment shader
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in inbname {
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int a;
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vec4 v;
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struct { int b; } s; // ERROR, nested struct definition
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} inbinst;
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in inbname2 {
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layout(location = 12) int aAnon;
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layout(location = 13) centroid in vec4 vAnon;
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};
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in layout(location = 13) vec4 aliased; // ERROR, aliased
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in inbname2 { // ERROR, reuse of block name
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int aAnon;
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centroid in vec4 vAnon;
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};
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in badmember { // ERROR, aAnon already in global scope
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int aAnon;
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};
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int inbname; // ERROR, redefinition of block name
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vec4 vAnon; // ERROR, anon in global scope; redefinition
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in arrayed {
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float f;
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} arrayedInst[4];
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void fooIO()
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{
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vec4 v = inbinst.v + vAnon;
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v *= arrayedInst[2].f;
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v *= arrayedInst[i].f;
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}
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in vec4 gl_FragCoord;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, non-ES
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layout(early_fragment_tests) in;
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out float gl_FragDepth;
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layout(depth_any) out float gl_FragDepth; // ERROR, non-ES
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void foo_IO()
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{
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gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared
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gl_Layer; // ERROR, not present
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gl_PrimitiveID; // ERROR, not present
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bool f = gl_FrontFacing;
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}
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out float gl_FragDepth;
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#extension GL_OES_geometry_shader : enable
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void foo_GS()
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{
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highp int l = gl_Layer;
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highp int p = gl_PrimitiveID;
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}
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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 pfooBad()
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{
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precise vec2 h; // ERROR reserved
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h = fma(inf, ing, h); // ERROR, not available
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textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); // ERROR, offset not constant
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textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); // ERROR, not available
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}
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#extension GL_OES_gpu_shader5 : enable
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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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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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#extension GL_EXT_texture_cube_map_array : enable
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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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#ifdef GL_EXT_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 vec4 b4 = texture(CA4, vec4(0.5), 0.24);
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highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26);
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highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27);
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}
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void badSample()
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{
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lowp int a1 = gl_SampleID; // ERROR, need extension
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mediump vec2 a2 = gl_SamplePosition; // ERROR, need extension
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highp int a3 = gl_SampleMaskIn[0]; // ERROR, need extension
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gl_SampleMask[0] = a3; // ERROR, need extension
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mediump int n = gl_NumSamples; // ERROR, need extension
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}
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#ifdef GL_OES_sample_variables
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#extension GL_OES_sample_variables : enable
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#endif
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void goodSample()
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{
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lowp int a1 = gl_SampleID;
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mediump vec2 a2 = gl_SamplePosition;
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highp int a3 = gl_SampleMaskIn[0];
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gl_SampleMask[0] = a3;
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mediump int n1 = gl_MaxSamples;
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mediump int n2 = gl_NumSamples;
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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 badImageAtom()
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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); // ERROR, need extension
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imageAtomicAdd( im2Du, P, datu); // ERROR, need extension
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imageAtomicMin( im2Di, P, dati); // ERROR, need extension
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imageAtomicMin( im2Du, P, datu); // ERROR, need extension
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imageAtomicMax( im2Di, P, dati); // ERROR, need extension
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imageAtomicMax( im2Du, P, datu); // ERROR, need extension
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imageAtomicAnd( im2Di, P, dati); // ERROR, need extension
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imageAtomicAnd( im2Du, P, datu); // ERROR, need extension
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imageAtomicOr( im2Di, P, dati); // ERROR, need extension
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imageAtomicOr( im2Du, P, datu); // ERROR, need extension
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imageAtomicXor( im2Di, P, dati); // ERROR, need extension
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imageAtomicXor( im2Du, P, datu); // ERROR, need extension
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imageAtomicExchange(im2Di, P, dati); // ERROR, need extension
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imageAtomicExchange(im2Du, P, datu); // ERROR, need extension
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imageAtomicExchange(im2Df, P, datf); // ERROR, need extension
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imageAtomicCompSwap(im2Di, P, 3, dati); // ERROR, need extension
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imageAtomicCompSwap(im2Du, P, 5u, datu); // ERROR, need extension
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}
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#ifdef GL_OES_shader_image_atomic
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#extension GL_OES_shader_image_atomic : enable
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#endif
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uniform layout(rgba32f) highp image2D badIm2Df; // ERROR, needs readonly or writeonly
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uniform layout(rgba8ui) highp uimage2D badIm2Du; // ERROR, needs readonly or writeonly
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uniform layout(rgba16i) highp iimage2D badIm2Di; // ERROR, needs readonly or writeonly
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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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imageAtomicMax(badIm2Di, P, dati); // ERROR, not an allowed layout() on the image
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imageAtomicMax(badIm2Du, P, datu); // ERROR, not an allowed layout() on the image
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imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image
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}
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sample in vec4 colorSampInBad; // ERROR, reserved
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centroid out vec4 colorCentroidBad; // ERROR
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flat out vec4 colorBadFlat; // ERROR
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smooth out vec4 colorBadSmooth; // ERROR
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noperspective out vec4 colorBadNo; // ERROR
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flat centroid in vec2 colorfc;
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in float scalarIn;
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void badInterp()
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{
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interpolateAtCentroid(colorfc); // ERROR, need extension
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interpolateAtSample(colorfc, 1); // ERROR, need extension
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interpolateAtOffset(colorfc, vec2(0.2)); // ERROR, need extension
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}
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#if defined GL_OES_shader_multisample_interpolation
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#extension GL_OES_shader_multisample_interpolation : enable
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#endif
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sample in vec4 colorSampIn;
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sample out vec4 colorSampleBad; // ERROR
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flat sample in vec4 colorfsi;
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sample in vec3 sampInArray[4];
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void interp()
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{
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float res;
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vec2 res2;
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vec3 res3;
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vec4 res4;
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res2 = interpolateAtCentroid(colorfc);
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res4 = interpolateAtCentroid(colorSampIn);
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res4 = interpolateAtCentroid(colorfsi);
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res = interpolateAtCentroid(scalarIn);
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res3 = interpolateAtCentroid(sampInArray); // ERROR
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res3 = interpolateAtCentroid(sampInArray[2]);
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res2 = interpolateAtCentroid(sampInArray[2].xy); // ERROR
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res3 = interpolateAtSample(sampInArray, 1); // ERROR
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res3 = interpolateAtSample(sampInArray[i], 0);
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res2 = interpolateAtSample(sampInArray[2].xy, 2); // ERROR
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res = interpolateAtSample(scalarIn, 1);
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res3 = interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR
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res3 = interpolateAtOffset(sampInArray[2], vec2(0.2));
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res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle
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res = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
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res = interpolateAtOffset(scalarIn, vec2(0.2));
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float f;
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res = interpolateAtCentroid(f); // ERROR, not interpolant
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res4 = interpolateAtSample(outp, 0); // ERROR, not interpolant
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}
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layout(blend_support_softlight) out; // ERROR, need extension
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#ifdef GL_KHR_blend_equation_advanced
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#extension GL_KHR_blend_equation_advanced : enable
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#endif
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layout(blend_support_multiply) out;
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layout(blend_support_screen) out;
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layout(blend_support_overlay) out;
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layout(blend_support_darken, blend_support_lighten) out;
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layout(blend_support_colordodge) layout(blend_support_colorburn) out;
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layout(blend_support_hardlight) out;
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layout(blend_support_softlight) out;
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layout(blend_support_difference) out;
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layout(blend_support_exclusion) out;
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layout(blend_support_hsl_hue) out;
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layout(blend_support_hsl_saturation) out;
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layout(blend_support_hsl_color) out;
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layout(blend_support_hsl_luminosity) out;
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layout(blend_support_all_equations) out;
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layout(blend_support_hsl_luminosity) out; // okay to repeat
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layout(blend_support_hsl_luminosity) in; // ERROR, only on "out"
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layout(blend_support_hsl_luminosity) out vec4; // ERROR, only on standalone
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layout(blend_support_hsl_luminosity) out vec4 badout; // ERROR, only on standalone
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layout(blend_support_hsl_luminosity) struct badS {int i;}; // ERROR, only on standalone
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layout(blend_support_hsl_luminosity) void blendFoo() { } // ERROR, only on standalone
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void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone
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layout(blend_support_flizbit) out; // ERROR, no flizbit
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out vec4 outAA[2][2]; // ERROR
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