зеркало из https://github.com/stride3d/xkslang.git
196 строки
5.6 KiB
GLSL
196 строки
5.6 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(i));
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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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layout(binding=2) uniform writeonly image2D i2D;
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layout(binding=4) uniform readonly image3D i3D;
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layout(binding=5) uniform imageCube iCube;
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layout(binding=6) uniform image2DArray i2DA;
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layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified;
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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;
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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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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; // ERROR, not constant
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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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