224 lines
6.4 KiB
GLSL
224 lines
6.4 KiB
GLSL
#version 430 core
|
|
|
|
layout(location = 3) vec4 v4; // ERROR
|
|
|
|
layout(location = 4) uniform vec4 uv4;
|
|
|
|
layout(location = 2) in inb1 { vec4 v; } b1; // ERROR
|
|
layout(location = 2) out outb1 { vec4 v; } b2; // ERROR
|
|
|
|
out gl_PerVertex {
|
|
float gl_ClipDistance[];
|
|
};
|
|
|
|
void foo()
|
|
{
|
|
gl_ClipDistance[2] = 3.7;
|
|
}
|
|
|
|
struct sp {
|
|
highp float f;
|
|
in float g; // ERROR
|
|
uniform float h; // ERROR
|
|
invariant float i; // ERROR
|
|
volatile float j; // ERROR
|
|
layout(row_major) mat3 m3; // ERROR
|
|
};
|
|
|
|
void foo3(invariant vec4 v4, // ERROR
|
|
volatile vec3 v3,
|
|
layout(location = 3) vec2 v2, // ERROR
|
|
centroid vec3 cv3) // ERROR
|
|
{
|
|
}
|
|
|
|
struct S {
|
|
mat3x2 m[7]; // needs 7*3 locations
|
|
float f; // needs 1 location
|
|
}; // needs 22 locations
|
|
|
|
layout(location = 10) out S cs[2]; // 10 through 10 + 2 * 22 - 1 = 53
|
|
layout(location = 54) out float cf;
|
|
layout(location = 53) out float cg; // ERROR, collision at 31
|
|
|
|
layout(location = 10) in vec4 alias1;
|
|
layout(location = 10) in vec4 alias2; // okay for vertex input on desktop
|
|
|
|
out float gl_ClipDistance[17]; // ERROR, size too big
|
|
|
|
// enhanced_layouts (most tests are in 440.*)
|
|
|
|
layout(location = start*start - 2 - 4) in vec4 v6e; // ERROR
|
|
|
|
layout(location = 28) in inblock2e {
|
|
layout(location = 25) float f2; // ERROR
|
|
} ininst2e;
|
|
|
|
in ublock4e {
|
|
layout(location = 50) float f1; // ERROR
|
|
layout(location = 51) float f2; // ERROR
|
|
} in4e;
|
|
|
|
layout(align=16, std140) uniform ubl4e { int a; } inst4e;// ERROR
|
|
|
|
layout(align=32) uniform ubl9e { // ERROR
|
|
layout(offset=12, align=4) float f; // ERROR
|
|
layout(offset=20) float g; // ERROR
|
|
} inst9e;
|
|
|
|
layout(std140) uniform blocke {
|
|
vec4 a;
|
|
layout(offset = 32) vec3 b; // ERROR
|
|
} spinste;
|
|
|
|
int aconste[gl_MaxTransformFeedbackBuffers]; // ERROR
|
|
int bconste[gl_MaxTransformFeedbackInterleavedComponents]; // ERROR
|
|
|
|
out bblck2 {
|
|
layout(xfb_offset=64) vec4 bbv; // ERROR
|
|
} bbinst2;
|
|
|
|
layout(xfb_buffer = 3, xfb_stride = 64) out; // ERROR
|
|
|
|
layout(xfb_buffer=2, xfb_offset=48, xfb_stride=80) out vec4 bge; // ERROR
|
|
layout( xfb_offset=32, xfb_stride=64) out vec4 bhe; // ERROR
|
|
|
|
layout(xfb_stride=80, xfb_buffer=2, xfb_offset=16) out bblck4e { // ERROR
|
|
vec4 bbv1;
|
|
vec4 bbv2;
|
|
} bbinst4e;
|
|
|
|
out bblck5e {
|
|
layout(xfb_offset=0) vec4 bbv1; // ERROR
|
|
layout(xfb_stride=64, xfb_buffer=3, xfb_offset=48) vec4 bbv2; // ERROR
|
|
} bbinst5e;
|
|
|
|
#extension GL_ARB_enhanced_layouts : enable
|
|
|
|
layout(align=16, std140) uniform ubl4 { int a; } inst4;
|
|
layout(std430) uniform;
|
|
|
|
layout(align=32) uniform ubl9 {
|
|
layout(offset=12, align=4) float f;
|
|
layout(offset=20) float g;
|
|
} inst9;
|
|
|
|
layout(std140) uniform block {
|
|
vec4 a; // a takes offsets 0-15
|
|
layout(offset = 32) vec3 b; // b takes offsets 32-43
|
|
} spinst;
|
|
|
|
int aconst[gl_MaxTransformFeedbackBuffers];
|
|
int bconst[gl_MaxTransformFeedbackInterleavedComponents];
|
|
|
|
const int start2 = 5;
|
|
layout(location = start2 * start2 - 2 - 4) in vec4 v6;
|
|
|
|
layout(location = 28) in inblock2 { // ERROR, input block in vertex shader, other errors are valid checks still...
|
|
bool b1;
|
|
float f1;
|
|
layout(location = 25) float f2;
|
|
} ininst2;
|
|
|
|
in ublock4 { // ERROR, input block in vertex shader, other errors are valid checks still...
|
|
layout(location = 50) float f1;
|
|
layout(location = 51) float f2;
|
|
} in4;
|
|
|
|
out bblck2g {
|
|
layout(xfb_offset=64) vec4 bbv;
|
|
} bbinst2g;
|
|
|
|
layout(xfb_buffer = 1, xfb_stride = 80) out; // default buffer is 3
|
|
|
|
layout(xfb_buffer=1, xfb_offset=48, xfb_stride=80) out vec4 bg;
|
|
layout( xfb_offset=32, xfb_stride=80) out vec4 bh;
|
|
|
|
layout(xfb_stride=80, xfb_buffer=1, xfb_offset=16) out bblck4 {
|
|
vec4 bbv1;
|
|
} bbinst4;
|
|
|
|
out bblck5 {
|
|
layout(xfb_offset=0) vec4 bbv1;
|
|
layout(xfb_stride=80, xfb_buffer=1, xfb_offset=64) vec4 bbv2;
|
|
} bbinst5;
|
|
|
|
shared vec4 sharedv; // ERROR
|
|
|
|
void fooBarrier()
|
|
{
|
|
barrier(); // ERROR
|
|
memoryBarrier();
|
|
memoryBarrierAtomicCounter();
|
|
memoryBarrierBuffer();
|
|
memoryBarrierShared(); // ERROR
|
|
memoryBarrierImage();
|
|
groupMemoryBarrier(); // ERROR
|
|
}
|
|
|
|
buffer vec4 v; // ERROR
|
|
|
|
uniform sampler2DMS s2dms;
|
|
uniform usampler2DMSArray us2dmsa;
|
|
layout(rgba32i) uniform iimage2DMS ii2dms;
|
|
layout(rgba32f) uniform image2DMSArray i2dmsa;
|
|
|
|
void fooq()
|
|
{
|
|
int s = textureSamples(s2dms); // ERROR
|
|
s += textureSamples(us2dmsa); // ERROR
|
|
s += imageSamples(ii2dms); // ERROR
|
|
s += imageSamples(i2dmsa); // ERROR
|
|
}
|
|
|
|
#extension GL_ARB_shader_texture_image_samples : enable
|
|
|
|
void fooq2()
|
|
{
|
|
int s = textureSamples(s2dms);
|
|
s += textureSamples(us2dmsa);
|
|
s += imageSamples(ii2dms);
|
|
s += imageSamples(i2dmsa);
|
|
}
|
|
|
|
uniform sampler1D samp1D;
|
|
uniform usampler2D usamp2D;
|
|
uniform isampler3D isamp3D;
|
|
uniform isamplerCube isampCube;
|
|
uniform isampler1DArray isamp1DA;
|
|
uniform sampler2DArray samp2DA;
|
|
uniform usamplerCubeArray usampCubeA;
|
|
|
|
uniform sampler1DShadow samp1Ds;
|
|
uniform sampler2DShadow samp2Ds;
|
|
uniform samplerCubeShadow sampCubes;
|
|
uniform sampler1DArrayShadow samp1DAs;
|
|
uniform sampler2DArrayShadow samp2DAs;
|
|
uniform samplerCubeArrayShadow sampCubeAs;
|
|
|
|
uniform samplerBuffer sampBuf;
|
|
uniform sampler2DRect sampRect;
|
|
|
|
void qlod()
|
|
{
|
|
int levels;
|
|
|
|
levels = textureQueryLevels(samp1D);
|
|
levels = textureQueryLevels(usamp2D);
|
|
levels = textureQueryLevels(isamp3D);
|
|
levels = textureQueryLevels(isampCube);
|
|
levels = textureQueryLevels(isamp1DA);
|
|
levels = textureQueryLevels(samp2DA);
|
|
levels = textureQueryLevels(usampCubeA);
|
|
|
|
levels = textureQueryLevels(samp1Ds);
|
|
levels = textureQueryLevels(samp2Ds);
|
|
levels = textureQueryLevels(sampCubes);
|
|
levels = textureQueryLevels(samp1DAs);
|
|
levels = textureQueryLevels(samp2DAs);
|
|
levels = textureQueryLevels(sampCubeAs);
|
|
|
|
levels = textureQueryLevels(sampBuf); // ERROR
|
|
levels = textureQueryLevels(sampRect); // ERROR
|
|
}
|