| #version 320 es
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|
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| out outbname { int a; } outbinst; // ERROR, not out block in fragment shader
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|
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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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|
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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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|
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| in layout(location = 13) vec4 aliased; // ERROR, aliased
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|
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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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|
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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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|
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| int inbname; // ERROR, redefinition of block name
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|
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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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| uniform int i;
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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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|
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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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|
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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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|
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| void main()
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| {
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| gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared
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| bool f = gl_FrontFacing;
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| }
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|
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| out float gl_FragDepth;
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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| imageAtomicAdd( im2Di, P, dati); |
| imageAtomicAdd( im2Du, P, datu); |
| imageAtomicMin( im2Di, P, dati); |
| imageAtomicMin( im2Du, P, datu); |
| imageAtomicMax( im2Di, P, dati); |
| imageAtomicMax( im2Du, P, datu); |
| imageAtomicAnd( im2Di, P, dati); |
| imageAtomicAnd( im2Du, P, datu); |
| imageAtomicOr( im2Di, P, dati); |
| imageAtomicOr( im2Du, P, datu); |
| imageAtomicXor( im2Di, P, dati); |
| imageAtomicXor( im2Du, P, datu); |
| imageAtomicExchange(im2Di, P, dati); |
| imageAtomicExchange(im2Du, P, datu); |
| imageAtomicExchange(im2Df, P, datf); |
| imageAtomicCompSwap(im2Di, P, 3, dati);
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| imageAtomicCompSwap(im2Du, P, 5u, datu);
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|
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| imageAtomicMax(badIm2Di, P, dati); // ERROR, not an allowed layout() on the image |
| imageAtomicMax(badIm2Du, P, datu); // ERROR, not an allowed layout() on the image |
| imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image |
| }
|
|
|
| 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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|
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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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|
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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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| }
|
|
|
| layout(blend_support_multiply) out; |
| layout(blend_support_screen) out; |
| layout(blend_support_overlay) out; |
| layout(blend_support_darken, blend_support_lighten) out; |
| layout(blend_support_colordodge) layout(blend_support_colorburn) out; |
| layout(blend_support_hardlight) out; |
| layout(blend_support_softlight) out; |
| layout(blend_support_difference) out; |
| layout(blend_support_exclusion) out; |
| layout(blend_support_hsl_hue) out; |
| layout(blend_support_hsl_saturation) out; |
| layout(blend_support_hsl_color) out; |
| layout(blend_support_hsl_luminosity) out; |
| layout(blend_support_all_equations) out; |
| |
| layout(blend_support_hsl_luminosity) out; // okay to repeat |
| |
| layout(blend_support_hsl_luminosity) in; // ERROR, only on "out" |
| layout(blend_support_hsl_luminosity) out vec4; // ERROR, only on standalone |
| layout(blend_support_hsl_luminosity) out vec4 badout; // ERROR, only on standalone |
| layout(blend_support_hsl_luminosity) struct badS {int i;}; // ERROR, only on standalone |
| layout(blend_support_hsl_luminosity) void blendFoo() { } // ERROR, only on standalone |
| void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone |
| layout(blend_support_flizbit) out; // ERROR, no flizbit |
| |
| out vec4 outAA[2][2]; // ERROR |