126 lines
2.7 KiB
GLSL
126 lines
2.7 KiB
GLSL
#version 400 core
|
|
|
|
layout(vertices = 4) out;
|
|
int outa[gl_out.length()];
|
|
|
|
layout(quads) in; // ERROR
|
|
layout(ccw) out; // ERROR
|
|
layout(fractional_even_spacing) in; // ERROR
|
|
|
|
patch in vec4 patchIn; // ERROR
|
|
patch out vec4 patchOut;
|
|
|
|
void main()
|
|
{
|
|
barrier();
|
|
|
|
int a = gl_MaxTessControlInputComponents +
|
|
gl_MaxTessControlOutputComponents +
|
|
gl_MaxTessControlTextureImageUnits +
|
|
gl_MaxTessControlUniformComponents +
|
|
gl_MaxTessControlTotalOutputComponents;
|
|
|
|
vec4 p = gl_in[1].gl_Position;
|
|
float ps = gl_in[1].gl_PointSize;
|
|
float cd = gl_in[1].gl_ClipDistance[2];
|
|
|
|
int pvi = gl_PatchVerticesIn;
|
|
int pid = gl_PrimitiveID;
|
|
int iid = gl_InvocationID;
|
|
|
|
gl_out[gl_InvocationID].gl_Position = p;
|
|
gl_out[gl_InvocationID].gl_PointSize = ps;
|
|
gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
|
|
|
|
gl_TessLevelOuter[3] = 3.2;
|
|
gl_TessLevelInner[1] = 1.3;
|
|
|
|
if (a > 10)
|
|
barrier(); // ERROR
|
|
else
|
|
barrier(); // ERROR
|
|
|
|
barrier();
|
|
|
|
do {
|
|
barrier(); // ERROR
|
|
} while (a > 10);
|
|
|
|
switch (a) {
|
|
default:
|
|
barrier(); // ERROR
|
|
break;
|
|
}
|
|
a < 12 ? a : (barrier(), a); // ERROR
|
|
{
|
|
barrier();
|
|
}
|
|
|
|
return;
|
|
|
|
barrier(); // ERROR
|
|
}
|
|
|
|
layout(vertices = 4) in; // ERROR
|
|
layout(vertices = 5) out; // ERROR
|
|
|
|
void foo()
|
|
{
|
|
gl_out[4].gl_PointSize; // ERROR
|
|
|
|
barrier(); // ERROR
|
|
}
|
|
|
|
in vec2 ina; // ERROR, not array
|
|
in vec2 inb[];
|
|
in vec2 inc[18]; // ERROR, wrong size
|
|
in vec2 ind[gl_MaxPatchVertices];
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
|
|
layout(location = 3) in vec4 ivla[];
|
|
layout(location = 4) in vec4 ivlb[];
|
|
layout(location = 4) in vec4 ivlc[]; // ERROR, overlapping
|
|
|
|
layout(location = 3) out vec4 ovla[];
|
|
layout(location = 4) out vec4 ovlb[];
|
|
layout(location = 4) out vec4 ovlc[]; // ERROR, overlapping
|
|
|
|
precise vec3 pv3;
|
|
|
|
void foop()
|
|
{
|
|
precise double d;
|
|
|
|
pv3 *= pv3;
|
|
pv3 = fma(pv3, pv3, pv3);
|
|
d = fma(d, d, d);
|
|
}
|
|
|
|
patch out pinbn {
|
|
int a;
|
|
} pinbi;
|
|
|
|
invariant precise out vec4 badOrder[]; // ERROR, precise must appear first
|
|
void badp(out precise float f); // ERROR, precise must appear first
|
|
|
|
void devi()
|
|
{
|
|
gl_DeviceIndex; // ERROR, no extension
|
|
gl_ViewIndex; // ERROR, no extension
|
|
}
|
|
|
|
#ifdef GL_EXT_device_group
|
|
#extension GL_EXT_device_group : enable
|
|
#endif
|
|
|
|
#ifdef GL_EXT_device_group
|
|
#extension GL_EXT_multiview : enable
|
|
#endif
|
|
|
|
void devie()
|
|
{
|
|
gl_DeviceIndex;
|
|
gl_ViewIndex;
|
|
}
|