205 lines
4.6 KiB
GLSL
205 lines
4.6 KiB
GLSL
#version 300 es
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uniform mat4x3 m43;
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uniform mat3x3 m33;
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uniform mat4x4 m44;
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in vec3 v3;
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varying vec2 v2; // ERROR, varying reserved
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in vec4 bad[10]; // ERROR, no arrayed inputs
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highp in vec4 badorder; // ERROR, incorrect qualifier order
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out invariant vec4 badorder2; // ERROR, incorrect qualifier order
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in centroid vec4 badorder4; // ERROR, incorrect qualifier order
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out flat vec4 badorder3; // ERROR, incorrect qualifier order
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void bar(in const float a); // ERROR, incorrect qualifier order
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void bar2(highp in float b); // ERROR, incorrect qualifier order
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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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struct S {
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vec3 c;
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float f;
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};
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out S s;
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void main()
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{
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int id = gl_VertexID + gl_InstanceID;
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int c0 = gl_MaxVertexAttribs;
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int c1 = gl_MaxVertexUniformVectors;
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int c2 = gl_MaxVertexOutputVectors;
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int c3 = gl_MaxFragmentInputVectors;
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int c4 = gl_MaxVertexTextureImageUnits;
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int c5 = gl_MaxCombinedTextureImageUnits;
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int c6 = gl_MaxTextureImageUnits;
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int c7 = gl_MaxFragmentUniformVectors;
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int c8 = gl_MaxDrawBuffers;
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int c9 = gl_MinProgramTexelOffset;
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int c10 = gl_MaxProgramTexelOffset;
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mat3x4 tm = transpose(m43);
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highp float dm = determinant(m44);
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mat3x3 im = inverse(m33);
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mat3x2 op = outerProduct(v2, v3);
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gl_Position = m44[2];
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gl_PointSize = v2.y;
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s.c = v3;
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s.f = dm;
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#ifdef GL_ES
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#error GL_ES is set
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#else
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#error GL_ES is not set
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#endif
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}
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float badsize[]; // ERROR
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float[] badsize2; // ERROR
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uniform ub {
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int a[]; // ERROR
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} ubInst[]; // ERROR
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void foo(int a[]); // ERROR
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float okayA[] = float[](3.0f, 4.0F); // Okay
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out vec3 newV;
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void newVFun()
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{
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newV = v3;
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}
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invariant newV; // ERROR, variable already used
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in vec4 invIn;
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invariant invIn; // ERROR, in v300
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out S s2;
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invariant s2;
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invariant out S s3;
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flat out int;
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uniform ub2 {
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float f;
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} a;
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uniform ub2 { // ERROR redeclaration of block name (same instance name)
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float g;
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} a;
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uniform ub2 { // ERROR redeclaration of block name (different instance name)
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float f;
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} c;
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uniform ub2 { // ERROR redeclaration of block name (no instance name)
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float f123;
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};
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uniform ub3 {
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bool b23;
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};
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uniform ub3 { // ERROR redeclaration of block name (no instance name in first or declared)
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bool b234;
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};
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precision lowp sampler3D;
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precision lowp sampler2DShadow;
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precision lowp sampler2DArrayShadow;
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uniform sampler2D s2D;
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uniform sampler3D s3D;
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uniform sampler2DShadow s2DS;
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uniform sampler2DArrayShadow s2DAS;
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in vec2 c2D;
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void foo23()
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{
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ivec2 x1 = textureSize(s2D, 2);
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textureSize(s2D); // ERROR, no lod
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ivec3 x3 = textureSize(s2DAS, -1);
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textureSize(s2DAS); // ERROR, no lod
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vec4 x4 = texture(s2D, c2D);
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texture(s2D, c2D, 0.2); // ERROR, bias
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vec4 x5 = textureProjOffset(s3D, vec4(0.2), ivec3(1));
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textureProjOffset(s3D, vec4(0.2), ivec3(1), .03); // ERROR, bias
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float x6 = textureProjGradOffset(s2DS, invIn, vec2(4.2), vec2(5.3), ivec2(1));
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}
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int fgfg(float f, mediump int i);
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int fgfg(float f, highp int i); // ERROR, precision qualifier difference
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int fgfgh(float f, const in mediump int i);
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int fgfgh(float f, in mediump int i); // ERROR, precision qualifier difference
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void foo2349()
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{
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float[] x = float[] (1.0, 2.0, 3.0);
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float[] y = x;
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float[3] z = x;
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float[3] w;
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w = y;
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}
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int[] foo213234(); // ERROR
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int foo234234(float[]); // ERROR
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int foo234235(vec2[] v); // ERROR
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precision highp float[2]; // ERROR
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int fffg(float f);
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int fffg(float f);
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int gggf(float f);
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int gggf(float f) { return 2; }
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int gggf(float f);
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int agggf(float f) { return 2; }
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int agggf(float f);
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out struct Ssss { float f; } ssss;
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uniform Bblock {
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int a;
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} Binst;
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int Bfoo;
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layout(std140) Binst; // ERROR
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layout(std140) Bblock; // ERROR
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layout(std140) Bfoo; // ERROR
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layout(std430) uniform B430 { int a; } B430i; // ERROR
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struct SNA {
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int a[]; // ERROR
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};
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void fooDeeparray()
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{
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float[] x = float[] (1.0, 2.0, 3.0),
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y = float[] (1.0, 2.0, 3.0, 4.0);
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float xp[3], yp[4];
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xp = x;
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yp = y;
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xp = y; // ERROR, wrong size
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yp = x; // ERROR, wrong size
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}
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layout(num_views = 2) in; // ERROR, no extension
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void mwErr()
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{
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gl_ViewID_OVR; // ERROR, no extension
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}
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#extension GL_OVR_multiview : enable
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layout(num_views = 2) uniform float mwUniform; // ERROR, must be global
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layout(num_views = 2) in; // OK
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void mwOk()
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{
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gl_ViewID_OVR;
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}
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