#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(i)); | |
} | |
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. | |
layout(binding=2) uniform writeonly image2D i2D; | |
layout(binding=4) uniform readonly image3D i3D; | |
layout(binding=5) uniform imageCube iCube; | |
layout(binding=6) uniform image2DArray i2DA; | |
layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified; | |
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) uniform b430 { | |
int i; | |
} b430i; | |
layout(shared) uniform bshar { | |
int i; | |
} bshari; | |
in smooth vec4 smoothIn; | |
in flat int flatIn; | |
uniform sampler2DMS s2dms; | |
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 | |
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 |