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1#version 120
2
3in vec4 i;                // ERROR
4out vec4 o;               // ERROR
5
6attribute vec2 attv2;
7attribute vec4 attv4;
8uniform sampler2D s2D;
9invariant varying vec2 centTexCoord;
10invariant gl_Position;
11centroid gl_Position;     // ERROR
12centroid centroid foo;    // ERROR
13invariant gl_Position, gl_PointSize;
14
15void main()
16{
17    centTexCoord = attv2;
18    gl_Position = attv4;
19
20    gl_ClipVertex = attv4;
21    gl_ClipDistance[1] = 0.2;  // ERROR
22
23    vec3[12] a;
24    vec4[a.length()] b;
25    gl_Position = b[b.length()-1];
26
27    float f[];
28    int a1 = f.length();  // ERROR
29    float f[7];
30    int aa = f.length();
31    int a2 = f.length;    // ERROR
32    int a3 = f.length(a); // ERROR
33    int a4 = f.flizbit;   // ERROR
34    int a4 = f.flizbit(); // ERROR
35    float md[2][4];       // ERROR
36    float[2] md2[4];      // ERROR
37    float[2][4] md3;      // ERROR
38    float md5, md6[2][3]; // ERROR
39    float[2] md4, md7[4]; // ERROR
40    float md9[2][3] = float[2][3](1, 2, 3, 4, 5, 6);  // ERROR
41    float md10, md11[2][3] = float[2][3](1, 2, 3, 4, 5, 6);  // ERROR
42
43    gl_PointSize = 3.8;
44}
45
46uniform float initted = 3.4;   // okay
47
48const float concall = sin(0.3);
49
50int[2][3] foo(                 // ERROR
51              float[2][3] a,   // ERROR
52              float[2] b[3],   // ERROR
53              float c[2][3]);  // ERROR
54
55int overloadA(in float f);
56int overloadA(out float f);        // ERROR, different qualifiers
57float overloadA(float);            // ERROR, different return value for same signature
58float overloadA(out float f, int);
59float overloadA(int i);
60
61void overloadB(float, const in float) { }
62
63vec2 overloadC(int, int);
64vec2 overloadC(const in int, float);
65vec2 overloadC(float, int);
66vec2 overloadC(vec2, vec2);
67
68vec3 overloadD(int, float);
69vec3 overloadD(float, in int);
70
71vec3 overloadE(float[2]);
72vec3 overloadE(mat2 m);
73vec3 overloadE(vec2 v);
74
75vec3 overloadF(int);
76vec3 overloadF(float);
77
78void foo()
79{
80    float f;
81    int i;
82
83    overloadB(f, f);
84    overloadB(f, 2);
85    overloadB(1, i);
86
87    overloadC(1);    // ERROR
88    overloadC(1, i);
89    overloadC(vec2(1), vec2(2));
90    overloadC(f, 3.0);           // ERROR, no way
91    overloadC(ivec2(1), vec2(2));
92
93    overloadD(i, f);
94    overloadD(f, i);
95    overloadD(i, i);   // ERROR, ambiguous
96
97    int overloadB;     // hiding
98    overloadB(1, i);   // ERROR
99
100    sin(1);
101    texture2D(s2D, ivec2(0));
102    clamp(attv4, 0, 1);
103    clamp(ivec4(attv4), 0, 1);
104
105    int a[2];
106    overloadC(a, 3); // ERROR
107    overloadE(a);    // ERROR
108    overloadE(3.3);  // ERROR
109    overloadE(vec2(3.3));
110    overloadE(mat2(0.5));
111    overloadE(ivec4(1)); // ERROR
112    overloadE(ivec2(1));
113
114    float b[2];
115    overloadE(b);
116
117    overloadF(1, 1); // ERROR
118    overloadF(1);
119}
120
121varying vec4 gl_TexCoord[35]; // ERROR, size too big
122
123// tests for output conversions
124void outFun(in float, out ivec2, in int, out float);
125int outFunRet(in float, out int, const in int, out ivec4);
126ivec2 outFunRet(in float, out ivec4, in int, out ivec4);
127
128void foo2()
129{
130    vec2 v2;
131    vec4 v4;
132    float f;
133    int i;
134
135    outFun(i, v2, i, f);
136    outFunRet(i, f, i, v4);
137    float ret = outFunRet(i, f, i, v4);
138    vec2 ret2 = outFunRet(i, v4, i, v4);
139    bool b = any(lessThan(v4, attv4));  // tests aggregate arg to unary built-in
140}
141
142void noise()
143{
144    float f1 = noise1(1.0);
145    vec2 f2 = noise2(vec2(1.0));
146    vec3 f3 = noise3(vec3(1.0));
147    vec4 f4 = noise4(vec4(1.0));
148}
149
150// version 130 features
151
152uniform int c;
153
154attribute ivec2 x;
155attribute vec2 v2a;
156attribute float c1D;
157attribute vec2  c2D;
158attribute vec3  c3D;
159
160uniform vec4 v4;
161
162void foo213()
163{
164    float f = 3;
165    switch (c) {         // ERRORs...
166    case 1:
167        f = sin(f);
168        break;
169    case 2:
170        f = f * f;
171    default:
172        f = 3.0;
173    }
174
175    int i;
176    i << 3 | 0x8A >> 1 & 0xFF;      // ERRORs...
177
178    vec3 modfOut, modfIn;
179    vec3 v11 = modf(modfIn, modfOut); // ERRORS...
180    float t = trunc(f);
181    vec2 v12 = round(v2a);
182    vec2 v13 = roundEven(v2a);
183    bvec2 b10 = isnan(v2a);
184    bvec4 b11 = isinf(v4);
185
186    sinh(c1D) +                      // ERRORS...
187    cosh(c1D) * tanh(c2D);
188    asinh(c4D) + acosh(c4D);
189    atanh(c3D);
190
191    int id = gl_VertexID;            // ERROR
192    gl_ClipDistance[1] = 0.3;        // ERROR
193}
194
195int gl_ModelViewMatrix[] = 0;
196
197// token pasting (ERRORS...)
198
199#define mac abc##def
200int mac;
201
202#define macr(A,B) A ## B
203int macr(qrs,tuv);
204
205layout(std140) uniform BlockName    // ERROR
206{
207    int test;
208};
209
210#extension GL_ARB_uniform_buffer_object : enable
211
212layout(std140) uniform BlockName
213{
214    int test;
215};