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#version 320 es

out outbname {
    int a;
    out vec4 v;
    highp sampler2D s;   // ERROR, opaque type
} outbinst;

out outbname2 {
    layout(location = 12) int aAnon;
    layout(location = 13) vec4 vAnon;
};

layout(location = 12) out highp int aliased;  // ERROR, aliasing location

in inbname { int a; } inbinst;  // ERROR, no in block in vertex shader

out gl_PerVertex {              // ERROR, has extra member
    highp vec4 gl_Position;
    highp vec4 t;
};

void main()
{
    int sum  = gl_VertexID +
               gl_InstanceID;
    gl_Position = vec4(1.0);
    gl_PointSize = 2.0;         // ERROR, removed by redeclaration
}

out gl_PerVertex {              // ERROR, already used and already redeclared
    highp vec4 gl_Position;
    highp vec4 t;
};

smooth out smo {                // ERROR, no smooth on a block
    int i;
} smon;

flat out fmo {                  // ERROR, no flat on a block
    int i;
} fmon;

centroid out cmo {              // ERROR, no centroid on a block
    int i;
} cmon;

invariant out imo {             // ERROR, no invariant on a block
    int i;
} imon;

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 pfoo()
{
    precise vec2 h;
    h = fma(inf, ing, h);
    sArray[sIndex + 1];
    ubInst[sIndex + 1];
    bbInst[sIndex - 2];      // ERROR, still not supported
    iArray[2];
    iArray[sIndex - 2];
    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
}

uniform samplerBuffer  noPreSamp1;            // ERROR, no default precision
uniform isamplerBuffer noPreSamp2;            // ERROR, no default precision
uniform usamplerBuffer noPreSamp3;            // ERROR, no default precision
uniform writeonly imageBuffer    noPreSamp4;  // ERROR, no default precision
uniform writeonly iimageBuffer   noPreSamp5;  // ERROR, no default precision
uniform writeonly uimageBuffer   noPreSamp6;  // ERROR, no default precision

precision highp samplerBuffer; 
precision highp isamplerBuffer;
precision highp usamplerBuffer;
precision highp imageBuffer;   
precision highp iimageBuffer;  
precision highp uimageBuffer;  

#ifdef GL_OES_texture_buffer
uniform samplerBuffer  bufSamp1;          
uniform isamplerBuffer bufSamp2;          
uniform usamplerBuffer bufSamp3;          
#endif
#ifdef GL_EXT_texture_buffer
uniform writeonly imageBuffer    bufSamp4;
uniform writeonly iimageBuffer   bufSamp5;
uniform writeonly uimageBuffer   bufSamp6;
#endif

void bufferT()
{
    highp int s1 = textureSize(bufSamp1);
    highp int s2 = textureSize(bufSamp2);
    highp int s3 = textureSize(bufSamp3);

    highp int s4 = imageSize(bufSamp4);
    highp int s5 = imageSize(bufSamp5);
    highp int s6 = imageSize(bufSamp6);
    
    highp vec4 f1 = texelFetch(bufSamp1, s1);
    highp ivec4 f2 = texelFetch(bufSamp2, s2);
    highp uvec4 f3 = texelFetch(bufSamp3, s3);
}

uniform writeonly imageCubeArray  noPreCA1;   // ERROR, no default precision
uniform writeonly iimageCubeArray noPreCA2;   // ERROR, no default precision
uniform writeonly uimageCubeArray noPreCA3;   // ERROR, no default precision

uniform samplerCubeArray          noPreCA4;   // ERROR, no default precision
uniform samplerCubeArrayShadow    noPreCA5;   // ERROR, no default precision
uniform isamplerCubeArray         noPreCA6;   // ERROR, no default precision
uniform usamplerCubeArray         noPreCA7;   // ERROR, no default precision

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;

layout(rgba16f) uniform readonly imageCubeArray  rCA1;
layout(rgba32i) uniform readonly iimageCubeArray rCA2;
layout(r32ui) uniform readonly uimageCubeArray rCA3;

#ifdef GL_OES_texture_cube_map_array
uniform samplerCubeArray          CA4;
uniform samplerCubeArrayShadow    CA5;
uniform isamplerCubeArray         CA6;
uniform usamplerCubeArray         CA7;
#endif

void CAT()
{
    highp ivec3 s4 = textureSize(CA4, 1);
    highp ivec3 s5 = textureSize(CA5, 1);
    highp ivec3 s6 = textureSize(CA6, 1);
    highp ivec3 s7 = textureSize(CA7, 1);
    
    highp vec4 t4 = texture(CA4, vec4(0.5));
    highp float t5 = texture(CA5, vec4(0.5), 3.0);
    highp ivec4 t6 = texture(CA6, vec4(0.5));
    highp uvec4 t7 = texture(CA7, vec4(0.5));

    highp vec4 L4 = textureLod(CA4, vec4(0.5), 0.24);
    highp ivec4 L6 = textureLod(CA6, vec4(0.5), 0.26);
    highp uvec4 L7 = textureLod(CA7, vec4(0.5), 0.27);

    highp vec4 g4 = textureGrad(CA4, vec4(0.5), vec3(0.1), vec3(0.2));
    highp ivec4 g6 = textureGrad(CA6, vec4(0.5), vec3(0.1), vec3(0.2));
    highp uvec4 g7 = textureGrad(CA7, vec4(0.5), vec3(0.1), vec3(0.2));

    highp vec4 gath4 = textureGather(CA4, vec4(0.5));
    highp vec4 gathC4 = textureGather(CA4, vec4(0.5), 2);
    highp ivec4 gath6 = textureGather(CA6, vec4(0.5));
    highp ivec4 gathC6 = textureGather(CA6, vec4(0.5), 1);
    highp uvec4 gath7 = textureGather(CA7, vec4(0.5));
    highp uvec4 gathC7 = textureGather(CA7, vec4(0.5), 0);

    highp vec4 gath5 = textureGather(CA5, vec4(0.5), 2.5);

    highp ivec3 s1 = imageSize(CA1);
    highp ivec3 s2 = imageSize(CA2);
    highp ivec3 s3 = imageSize(CA3);

    imageStore(CA1, s3, vec4(1));
    imageStore(CA2, s3, ivec4(1));
    imageStore(CA3, s3, uvec4(1));

    highp vec4 cl1 = imageLoad(rCA1, s3);
    highp ivec4 cl2 = imageLoad(rCA2, s3);
    highp uvec4 cl3 = imageLoad(rCA3, s3);
}

uniform sampler2DMSArray  noPrec2DMS;    // ERROR, no default
uniform isampler2DMSArray noPrec2DMSi;   // ERROR, no default
uniform usampler2DMSArray noPrec2DMSu;   // ERROR, no default

precision highp sampler2DMSArray;
precision highp isampler2DMSArray;
precision highp usampler2DMSArray;

uniform sampler2DMSArray  samp2DMSA;
uniform isampler2DMSArray samp2DMSAi;
uniform usampler2DMSArray samp2DMSAu;

void MSA()
{
    vec4 tf = texelFetch(samp2DMSA, ivec3(5), 2);
    ivec4 tfi = texelFetch(samp2DMSAi, ivec3(5), 2);
    uvec4 tfu = texelFetch(samp2DMSAu, ivec3(5), 2);
    
    ivec3 tfs = textureSize(samp2DMSA);
    ivec3 tfsi = textureSize(samp2DMSAi);
    ivec3 tfsb = textureSize(samp2DMSAi, 4);  // ERROR, no lod
    ivec3 tfsu = textureSize(samp2DMSAu);
}

uniform layout(r32f)  highp  image2D im2Df;
uniform layout(r32ui) highp uimage2D im2Du;
uniform layout(r32i)  highp iimage2D im2Di;
uniform ivec2 P;

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);
}

sample out vec4 colorSample;
flat sample out vec4 colorfsi;
sample out vec3 sampInArray[4];
in vec4 inv4;

void badInterp()
{
    interpolateAtCentroid(inv4);             // ERROR, wrong stage
    interpolateAtSample(inv4, 1);            // ERROR, need extension
    interpolateAtOffset(inv4, vec2(0.2));    // ERROR, need extension
}