| #version 310 es
|
| highp float nodef3(float); // ERROR, no default precision
|
| precision mediump float;
|
| precision highp usampler2D;
|
| precision highp sampler2D;
|
| precision highp isampler2DArray;
|
|
|
| layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported
|
|
|
| layout(location = 2) in vec3 v3;
|
| layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi
|
|
|
| uniform sampler2D arrayedSampler[5];
|
| uniform usampler2D usamp2d;
|
| uniform usampler2DRect samp2dr; // ERROR, reserved
|
| uniform isampler2DArray isamp2DA;
|
|
|
| in vec2 c2D;
|
| uniform int i;
|
|
|
| void main()
|
| {
|
| vec4 v = texture(arrayedSampler[i], c2D); // ERROR
|
|
|
| ivec2 offsets[4];
|
| const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
|
| uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported
|
| vec4 v4 = textureGather(arrayedSampler[0], c2D);
|
| ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
|
| iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const
|
| iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range
|
| iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
|
| iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(0.5));
|
| iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i)); // ERROR, offset not constant
|
| }
|
|
|
| out vec4 outp;
|
| void foo23()
|
| {
|
| const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
|
|
|
| textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant
|
| textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
|
| textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range
|
| textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
|
|
|
| if (gl_HelperInvocation)
|
| ++outp;
|
|
|
| int sum = gl_MaxVertexImageUniforms +
|
| gl_MaxFragmentImageUniforms +
|
| gl_MaxComputeImageUniforms +
|
| gl_MaxCombinedImageUniforms +
|
| gl_MaxCombinedShaderOutputResources;
|
|
|
| bool b1, b2, b3, b;
|
|
|
| b1 = mix(b2, b3, b);
|
| uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
|
| ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
|
| }
|
|
|
| layout(binding=3) uniform sampler2D s1;
|
| layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec.
|
| highp layout(binding=2) uniform writeonly image2D i2D;
|
| layout(binding=4) uniform readonly image3D i3D; // ERROR, no default precision
|
| layout(binding=5) uniform imageCube iCube; // ERROR, no default precision
|
| layout(binding=6) uniform image2DArray i2DA; // ERROR, no default precision
|
| layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified; // ERROR, no default precision
|
|
|
| layout(binding = 1) uniform bb {
|
| int foo;
|
| layout(binding = 2) float f; // ERROR
|
| } bbi;
|
|
|
| in centroid vec4 centroidIn;
|
| layout(location = 200000) uniform vec4 bigl; // ERROR, location too big
|
|
|
| layout(early_fragment_tests) in;
|
|
|
| layout(location = 40) out vec4 bigout1; // ERROR, too big
|
| layout(location = 40) out vec4 bigout2; // ERROR, overlap
|
| layout(location = -2) out vec4 neg; // ERROR, negative
|
|
|
| layout(std430) buffer b430 {
|
| int i;
|
| } b430i;
|
|
|
| layout(shared) uniform bshar {
|
| int i;
|
| } bshari;
|
|
|
| in smooth vec4 smoothIn;
|
| in flat int flatIn;
|
|
|
| uniform sampler2DMS s2dms; // ERROR, no default precision qualifier
|
|
|
| void foots()
|
| {
|
| highp ivec2 v2 = textureSize(s1, 2);
|
| highp ivec3 v3 = textureSize(isamp2DA, 3);
|
| v2 = textureSize(s2dms);
|
| v2 = imageSize(i2D);
|
| v3 = imageSize(i3D);
|
| v2 = imageSize(iCube);
|
| v3 = imageSize(i2DA);
|
| v2 = imageSize(i2Dqualified);
|
| }
|
|
|
| out bool bout; // ERROR
|
| highp out image2D imageOut; // ERROR
|
| out mat2x3 mout; // ERROR
|
|
|
| in bool inb; // ERROR
|
| in sampler2D ino; // ERROR
|
| in float ina[4];
|
| in float inaa[4][2]; // ERROR
|
| struct S { float f; };
|
| in S ins;
|
| in S[4] inasa; // ERROR
|
| in S insa[4]; // ERROR
|
| struct SA { float f[4]; };
|
| in SA inSA; // ERROR
|
| struct SS { float f; S s; };
|
| in SS inSS; // ERROR
|
|
|
| #ifndef GL_EXT_shader_io_blocks
|
| #error GL_EXT_shader_io_blocks not defined
|
| #endif
|
|
|
| #extension GL_EXT_shader_io_blocks : enable
|
|
|
| out outbname { int a; } outbinst; // ERROR, not out block in fragment shader
|
|
|
| in inbname {
|
| int a;
|
| vec4 v;
|
| struct { int b; } s; // ERROR, nested struct definition
|
| } inbinst;
|
|
|
| in inbname2 {
|
| layout(location = 12) int aAnon;
|
| layout(location = 13) centroid in vec4 vAnon;
|
| };
|
|
|
| in layout(location = 13) vec4 aliased; // ERROR, aliased
|
|
|
| in inbname2 { // ERROR, reuse of block name
|
| int aAnon;
|
| centroid in vec4 vAnon;
|
| };
|
|
|
| in badmember { // ERROR, aAnon already in global scope
|
| int aAnon;
|
| };
|
|
|
| int inbname; // ERROR, redefinition of block name
|
|
|
| vec4 vAnon; // ERROR, anon in global scope; redefinition
|
|
|
| in arrayed {
|
| float f;
|
| } arrayedInst[4];
|
|
|
| void fooIO()
|
| {
|
| vec4 v = inbinst.v + vAnon;
|
| v *= arrayedInst[2].f;
|
| v *= arrayedInst[i].f;
|
| }
|
|
|
| in vec4 gl_FragCoord;
|
| layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, non-ES
|
|
|
| layout(early_fragment_tests) in;
|
| out float gl_FragDepth;
|
| layout(depth_any) out float gl_FragDepth; // ERROR, non-ES
|
|
|
| void foo_IO()
|
| {
|
| gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared
|
| gl_Layer; // ERROR, not present
|
| gl_PrimitiveID; // ERROR, not present
|
| bool f = gl_FrontFacing;
|
| }
|
|
|
| out float gl_FragDepth;
|
|
|
| #extension GL_OES_geometry_shader : enable
|
|
|
| void foo_GS()
|
| {
|
| highp int l = gl_Layer;
|
| highp int p = gl_PrimitiveID;
|
| }
|
|
|
| in vec2 inf, ing;
|
| uniform ivec2 offsets[4];
|
| uniform sampler2D sArray[4];
|
| uniform int sIndex;
|
| layout(binding = 0) uniform atomic_uint auArray[2];
|
| uniform ubName { int i; } ubInst[4];
|
| buffer bbName { int i; } bbInst[4];
|
| highp uniform writeonly image2D iArray[5];
|
| const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4));
|
|
|
| void pfooBad()
|
| {
|
| precise vec2 h; // ERROR reserved
|
| h = fma(inf, ing, h); // ERROR, not available
|
| textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); // ERROR, offset not constant
|
| textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); // ERROR, not available
|
| }
|
|
|
| #extension GL_OES_gpu_shader5 : enable
|
|
|
| void pfoo()
|
| {
|
| precise vec2 h;
|
| h = fma(inf, ing, h);
|
| textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));
|
| textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);
|
| textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant
|
| }
|
|
|
| #extension GL_EXT_texture_cube_map_array : enable
|
|
|
| precision highp imageCubeArray ;
|
| precision highp iimageCubeArray ;
|
| precision highp uimageCubeArray ;
|
|
|
| precision highp samplerCubeArray ;
|
| precision highp samplerCubeArrayShadow;
|
| precision highp isamplerCubeArray ;
|
| precision highp usamplerCubeArray ;
|
|
|
| uniform writeonly imageCubeArray CA1;
|
| uniform writeonly iimageCubeArray CA2;
|
| uniform writeonly uimageCubeArray CA3;
|
|
|
| #ifdef GL_EXT_texture_cube_map_array
|
| uniform samplerCubeArray CA4;
|
| uniform samplerCubeArrayShadow CA5;
|
| uniform isamplerCubeArray CA6;
|
| uniform usamplerCubeArray CA7;
|
| #endif
|
|
|
| void CAT()
|
| {
|
| highp vec4 b4 = texture(CA4, vec4(0.5), 0.24);
|
| highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26);
|
| highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27);
|
| }
|
|
|
| void badSample()
|
| {
|
| lowp int a1 = gl_SampleID; // ERROR, need extension
|
| mediump vec2 a2 = gl_SamplePosition; // ERROR, need extension
|
| highp int a3 = gl_SampleMaskIn[0]; // ERROR, need extension
|
| gl_SampleMask[0] = a3; // ERROR, need extension
|
| mediump int n = gl_NumSamples; // ERROR, need extension
|
| }
|
|
|
| #ifdef GL_OES_sample_variables
|
| #extension GL_OES_sample_variables : enable
|
| #endif
|
|
|
| void goodSample()
|
| {
|
| lowp int a1 = gl_SampleID;
|
| mediump vec2 a2 = gl_SamplePosition;
|
| highp int a3 = gl_SampleMaskIn[0];
|
| gl_SampleMask[0] = a3;
|
| mediump int n1 = gl_MaxSamples;
|
| mediump int n2 = gl_NumSamples;
|
| }
|
|
|
| uniform layout(r32f) highp image2D im2Df;
|
| uniform layout(r32ui) highp uimage2D im2Du;
|
| uniform layout(r32i) highp iimage2D im2Di;
|
| uniform ivec2 P;
|
|
|
| void badImageAtom()
|
| {
|
| float datf;
|
| int dati;
|
| uint datu;
|
|
|
| imageAtomicAdd( im2Di, P, dati); // ERROR, need extension |
| imageAtomicAdd( im2Du, P, datu); // ERROR, need extension |
| imageAtomicMin( im2Di, P, dati); // ERROR, need extension |
| imageAtomicMin( im2Du, P, datu); // ERROR, need extension |
| imageAtomicMax( im2Di, P, dati); // ERROR, need extension |
| imageAtomicMax( im2Du, P, datu); // ERROR, need extension |
| imageAtomicAnd( im2Di, P, dati); // ERROR, need extension |
| imageAtomicAnd( im2Du, P, datu); // ERROR, need extension |
| imageAtomicOr( im2Di, P, dati); // ERROR, need extension |
| imageAtomicOr( im2Du, P, datu); // ERROR, need extension |
| imageAtomicXor( im2Di, P, dati); // ERROR, need extension |
| imageAtomicXor( im2Du, P, datu); // ERROR, need extension |
| imageAtomicExchange(im2Di, P, dati); // ERROR, need extension |
| imageAtomicExchange(im2Du, P, datu); // ERROR, need extension |
| imageAtomicExchange(im2Df, P, datf); // ERROR, need extension |
| imageAtomicCompSwap(im2Di, P, 3, dati); // ERROR, need extension
|
| imageAtomicCompSwap(im2Du, P, 5u, datu); // ERROR, need extension
|
| }
|
|
|
| #ifdef GL_OES_shader_image_atomic
|
| #extension GL_OES_shader_image_atomic : enable
|
| #endif
|
|
|
| uniform layout(rgba32f) highp image2D badIm2Df; // ERROR, needs readonly or writeonly
|
| uniform layout(rgba8ui) highp uimage2D badIm2Du; // ERROR, needs readonly or writeonly
|
| uniform layout(rgba16i) highp iimage2D badIm2Di; // ERROR, needs readonly or writeonly
|
|
|
| void goodImageAtom()
|
| {
|
| float datf;
|
| int dati;
|
| uint datu;
|
|
|
| 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);
|
| imageAtomicCompSwap(im2Du, P, 5u, datu);
|
|
|
| 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 |
| }
|
|
|
| sample in vec4 colorSampInBad; // ERROR, reserved
|
| centroid out vec4 colorCentroidBad; // ERROR
|
| flat out vec4 colorBadFlat; // ERROR
|
| smooth out vec4 colorBadSmooth; // ERROR
|
| noperspective out vec4 colorBadNo; // ERROR
|
| flat centroid in vec2 colorfc;
|
| in float scalarIn;
|
|
|
| void badInterp()
|
| {
|
| interpolateAtCentroid(colorfc); // ERROR, need extension
|
| interpolateAtSample(colorfc, 1); // ERROR, need extension
|
| interpolateAtOffset(colorfc, vec2(0.2)); // ERROR, need extension
|
| }
|
|
|
| #if defined GL_OES_shader_multisample_interpolation
|
| #extension GL_OES_shader_multisample_interpolation : enable
|
| #endif
|
|
|
| sample in vec4 colorSampIn;
|
| sample out vec4 colorSampleBad; // ERROR
|
| flat sample in vec4 colorfsi;
|
| sample in vec3 sampInArray[4];
|
|
|
| void interp()
|
| {
|
| float res;
|
| vec2 res2;
|
| vec3 res3;
|
| vec4 res4;
|
|
|
| res2 = interpolateAtCentroid(colorfc);
|
| res4 = interpolateAtCentroid(colorSampIn);
|
| res4 = interpolateAtCentroid(colorfsi);
|
| res = interpolateAtCentroid(scalarIn);
|
| res3 = interpolateAtCentroid(sampInArray); // ERROR
|
| res3 = interpolateAtCentroid(sampInArray[2]);
|
| res2 = interpolateAtCentroid(sampInArray[2].xy); // ERROR
|
|
|
| res3 = interpolateAtSample(sampInArray, 1); // ERROR
|
| res3 = interpolateAtSample(sampInArray[i], 0);
|
| res2 = interpolateAtSample(sampInArray[2].xy, 2); // ERROR
|
| res = interpolateAtSample(scalarIn, 1);
|
|
|
| res3 = interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR
|
| res3 = interpolateAtOffset(sampInArray[2], vec2(0.2));
|
| res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle
|
| res = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
|
| res = interpolateAtOffset(scalarIn, vec2(0.2));
|
|
|
| float f;
|
| res = interpolateAtCentroid(f); // ERROR, not interpolant
|
| res4 = interpolateAtSample(outp, 0); // ERROR, not interpolant
|
| }
|
|
|
| layout(blend_support_softlight) out; // ERROR, need extension
|
|
|
| #ifdef GL_KHR_blend_equation_advanced
|
| #extension GL_KHR_blend_equation_advanced : enable
|
| #endif
|
|
|
| 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 |
| |
| void devi() |
| { |
| gl_DeviceIndex; // ERROR, no extension |
| gl_ViewIndex; // ERROR, no extension |
| } |
| |
| #ifdef GL_EXT_device_group |
| #extension GL_EXT_device_group : enable |
| #endif |
| |
| #ifdef GL_EXT_device_group |
| #extension GL_EXT_multiview : enable |
| #endif |
| |
| void devie() |
| { |
| gl_DeviceIndex; |
| gl_ViewIndex; |
| } |