blob: e2ca9b910bfa73c607e9b7314fac001a260b746a [file] [log] [blame]
#version 400 core
void main()
{
EmitStreamVertex(1);
EndStreamPrimitive(0);
EmitVertex();
EndPrimitive();
int id = gl_InvocationID;
}
layout(invocations = 4) in outbn { int a; } bn[]; // ERROR, not on a block
layout(max_vertices = 127) out;
layout(invocations = 4) in;
#extension GL_ARB_separate_shader_objects : enable
in gl_PerVertex { // testing input arrays with a block redeclaration, see 420.geom for without
vec4 gl_Position;
layout(std140, location = 3) patch float gl_PointSize; // ERRORs...
} gl_in[];
void foo()
{
gl_in.length(); // ERROR
gl_in[1].gl_Position;
}
in vec4 color[];
in vec4 color2[];
in vec4 colorS[3];
in vec4 colorBad[4];
void foo2()
{
color.length(); // ERROR
colorS.length();
}
layout(triangles) in; // give ERROR just for colorBad
in vec4 color[3];
in vec4 color2[3];
in vec4 colorbad2[2]; // ERROR
void foo3()
{
gl_in.length();
color.length();
color2.length();
colorS.length();
}
layout(location = 4) in vec4 cva[3];
layout(location = 5) in vec4 cvb[3];
layout(location = 2) in mat3 cmc[3]; // ERROR, collision
patch in vec4 patchIn[]; // ERROR
patch out vec4 patchOut; // ERROR
in float scalar; // ERROR, no array
layout(max_vertices = 127, invocations = 4) out; // ERROR
layout(invocations = 4, max_vertices = 127) in; // ERROR
layout(max_vertices = 127, invocations = 4) uniform; // 2 ERRORs
in inblockscalar {
int a;
} inbls; // ERROR, not an array
in inblocka {
int a;
} inbla[17]; // ERROR, wrong array size
void bits()
{
uvec2 u2;
u2 = uaddCarry(u2, u2, u2);
uint u1;
u1 = usubBorrow(u1, u1, u1);
uvec4 u4;
umulExtended(u4, u4, u4, u4);
ivec4 i4;
imulExtended(i4, i4, i4, i4);
int i1;
i1 = bitfieldExtract(i1, 4, 5);
uvec3 u3;
u3 = bitfieldExtract(u3, 4, 5);
ivec3 i3;
i3 = bitfieldInsert(i3, i3, 4, 5);
u1 = bitfieldInsert(u1, u1, 4, 5);
ivec2 i2;
i2 = bitfieldReverse(i2);
u4 = bitfieldReverse(u4);
i1 = bitCount(i1);
i3 = bitCount(u3);
i2 = findLSB(i2);
i4 = findLSB(u4);
i1 = findMSB(i1);
i2 = findMSB(u2);
}
layout(location = 7, index = 1) out vec4 indexedOut;
uniform sampler1D samp1D;
uniform sampler2DShadow samp2Ds;
void qlod()
{
vec2 lod;
float pf;
vec2 pf2;
vec3 pf3;
lod = textureQueryLod(samp1D, pf); // ERROR, only in fragment
lod = textureQueryLod(samp2Ds, pf2); // ERROR, only in fragment
}