#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 | |
} |