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1#version 310 es
2highp float nodef3(float); // ERROR, no default precision
3precision mediump float;
4precision highp usampler2D;
5precision highp sampler2D;
6precision highp isampler2DArray;
7
8layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;  // ERROR, not supported
9
10layout(location = 2) in vec3 v3;
11layout(location = 2) in mat4 yi;  // ERROR, locations conflict with xi
12
13uniform sampler2D arrayedSampler[5];
14uniform usampler2D usamp2d;
15uniform usampler2DRect samp2dr;      // ERROR, reserved
16uniform isampler2DArray isamp2DA;
17
18in vec2 c2D;
19uniform int i;
20
21void main()
22{
23    vec4 v = texture(arrayedSampler[i], c2D);  // ERROR
24
25    ivec2 offsets[4];
26    const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
27    uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2);  // ERROR, not supported
28    vec4 v4 = textureGather(arrayedSampler[0], c2D);
29    ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
30    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i);  // ERROR, last argument not const
31    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4);  // ERROR, last argument out of range
32    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
33    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(0.5));
34    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));     // ERROR, offset not constant
35}
36
37out vec4 outp;
38void foo23()
39{
40    const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
41
42    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D));     // ERROR, offset not constant
43    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
44    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]);     // ERROR, offset out of range
45    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
46
47    if (gl_HelperInvocation)
48        ++outp;
49
50    int sum = gl_MaxVertexImageUniforms +
51              gl_MaxFragmentImageUniforms +
52              gl_MaxComputeImageUniforms +
53              gl_MaxCombinedImageUniforms +
54              gl_MaxCombinedShaderOutputResources;
55
56    bool b1, b2, b3, b;
57
58    b1 = mix(b2, b3, b);
59    uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
60    ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
61    1 << mix(1u, 1u, false);  // does not require folding
62}
63layout(binding=3) uniform sampler2D s1;
64layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings?  Don't see that in the 310 spec.
65highp layout(binding=2) uniform writeonly image2D      i2D;
66      layout(binding=4) uniform readonly  image3D      i3D;    // ERROR, no default precision
67      layout(binding=5) uniform           imageCube    iCube;  // ERROR, no default precision
68      layout(binding=6) uniform           image2DArray i2DA;   // ERROR, no default precision
69      layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified;    // ERROR, no default precision
70
71layout(binding = 1) uniform bb {
72    int foo;
73    layout(binding = 2) float f;     // ERROR
74} bbi;
75
76in centroid vec4 centroidIn;
77layout(location = 200000) uniform vec4 bigl;  // ERROR, location too big
78
79layout(early_fragment_tests) in;
80
81layout(location = 40) out vec4 bigout1;  // ERROR, too big
82layout(location = 40) out vec4 bigout2;  // ERROR, overlap
83layout(location = -2) out vec4 neg;      // ERROR, negative
84
85layout(std430) buffer b430 {
86    int i;
87} b430i;
88
89layout(shared) uniform bshar {
90    int i;
91} bshari;
92
93in smooth vec4 smoothIn;
94in flat int flatIn;
95
96uniform sampler2DMS s2dms;  // ERROR, no default precision qualifier
97
98void foots()
99{
100    highp ivec2 v2 = textureSize(s1, 2);
101    highp ivec3 v3 = textureSize(isamp2DA, 3);
102    v2 = textureSize(s2dms);
103    v2 = imageSize(i2D);
104    v3 = imageSize(i3D);
105    v2 = imageSize(iCube);
106    v3 = imageSize(i2DA);
107    v2 = imageSize(i2Dqualified);
108}
109
110out bool bout;          // ERROR
111highp out image2D imageOut;   // ERROR
112out mat2x3 mout;        // ERROR
113
114in bool inb;         // ERROR
115in sampler2D ino;    // ERROR
116in float ina[4];
117in float inaa[4][2]; // ERROR
118struct S { float f; };
119in S ins;
120in S[4] inasa;       // ERROR
121in S insa[4];        // ERROR
122struct SA { float f[4]; };
123in SA inSA;          // ERROR
124struct SS { float f; S s; };
125in SS inSS;          // ERROR
126
127#ifndef GL_EXT_shader_io_blocks
128#error GL_EXT_shader_io_blocks not defined
129#endif
130
131#extension GL_EXT_shader_io_blocks : enable
132
133out outbname { int a; } outbinst;   // ERROR, not out block in fragment shader
134
135in inbname {
136    int a;
137    vec4 v;
138    struct { int b; } s;     // ERROR, nested struct definition
139} inbinst;
140
141in inbname2 {
142    layout(location = 12) int aAnon;
143    layout(location = 13) centroid in vec4 vAnon;
144};
145
146in layout(location = 13) vec4 aliased; // ERROR, aliased
147
148in inbname2 {                // ERROR, reuse of block name
149    int aAnon;
150    centroid in vec4 vAnon;
151};
152
153in badmember {               // ERROR, aAnon already in global scope
154    int aAnon;
155};
156
157int inbname;                 // ERROR, redefinition of block name
158
159vec4 vAnon;                  // ERROR, anon in global scope; redefinition
160
161in arrayed {
162    float f;
163} arrayedInst[4];
164
165void fooIO()
166{
167    vec4 v = inbinst.v + vAnon;
168    v *= arrayedInst[2].f;
169    v *= arrayedInst[i].f;
170}
171
172in vec4 gl_FragCoord;
173layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;  // ERROR, non-ES
174
175layout(early_fragment_tests) in;
176out float gl_FragDepth;
177layout(depth_any) out float gl_FragDepth;  // ERROR, non-ES
178
179void foo_IO()
180{
181    gl_FragDepth = 0.2;  // ERROR, early_fragment_tests declared
182    gl_Layer;            // ERROR, not present
183    gl_PrimitiveID;      // ERROR, not present
184    bool f = gl_FrontFacing;
185}
186
187out float gl_FragDepth;
188
189#extension GL_OES_geometry_shader : enable
190
191void foo_GS()
192{
193    highp int l = gl_Layer;
194    highp int p = gl_PrimitiveID;
195}
196
197in vec2 inf, ing;
198uniform ivec2 offsets[4];
199uniform sampler2D sArray[4];
200uniform int sIndex;
201layout(binding = 0) uniform atomic_uint auArray[2];
202uniform ubName { int i; } ubInst[4];
203buffer bbName { int i; } bbInst[4];
204highp uniform writeonly image2D iArray[5];
205const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4));
206
207void pfooBad()
208{
209    precise vec2 h;                                            // ERROR reserved
210    h = fma(inf, ing, h);                                      // ERROR, not available
211    textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));     // ERROR, offset not constant
212    textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);  // ERROR, not available
213}
214
215#extension GL_OES_gpu_shader5 : enable
216
217void pfoo()
218{
219    precise vec2 h;
220    h = fma(inf, ing, h);
221    textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));
222    textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);
223    textureGatherOffsets(sArray[0], vec2(0.1), offsets);       // ERROR, offset not constant
224}
225
226#extension GL_EXT_texture_cube_map_array : enable
227
228precision highp imageCubeArray        ;
229precision highp iimageCubeArray       ;
230precision highp uimageCubeArray       ;
231
232precision highp samplerCubeArray      ;
233precision highp samplerCubeArrayShadow;
234precision highp isamplerCubeArray     ;
235precision highp usamplerCubeArray     ;
236
237uniform writeonly imageCubeArray  CA1;
238uniform writeonly iimageCubeArray CA2;
239uniform writeonly uimageCubeArray CA3;
240
241#ifdef GL_EXT_texture_cube_map_array
242uniform samplerCubeArray          CA4;
243uniform samplerCubeArrayShadow    CA5;
244uniform isamplerCubeArray         CA6;
245uniform usamplerCubeArray         CA7;
246#endif
247
248void CAT()
249{
250    highp vec4 b4 = texture(CA4, vec4(0.5), 0.24);
251    highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26);
252    highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27);
253}
254
255void badSample()
256{
257    lowp     int  a1 = gl_SampleID;         // ERROR, need extension
258    mediump  vec2 a2 = gl_SamplePosition;   // ERROR, need extension
259    highp    int  a3 = gl_SampleMaskIn[0];  // ERROR, need extension
260    gl_SampleMask[0] = a3;                  // ERROR, need extension
261    mediump int n = gl_NumSamples;          // ERROR, need extension
262}
263
264#ifdef GL_OES_sample_variables
265#extension GL_OES_sample_variables : enable
266#endif
267
268void goodSample()
269{
270    lowp     int  a1 = gl_SampleID;
271    mediump  vec2 a2 = gl_SamplePosition;
272    highp    int  a3 = gl_SampleMaskIn[0];
273    gl_SampleMask[0] = a3;
274    mediump int n1 = gl_MaxSamples;
275    mediump int n2 = gl_NumSamples;
276}
277
278uniform layout(r32f)  highp  image2D im2Df;
279uniform layout(r32ui) highp uimage2D im2Du;
280uniform layout(r32i)  highp iimage2D im2Di;
281uniform ivec2 P;
282
283void badImageAtom()
284{
285    float datf;
286    int dati;
287    uint datu;
288
289    imageAtomicAdd(     im2Di, P, dati);        // ERROR, need extension
290    imageAtomicAdd(     im2Du, P, datu);        // ERROR, need extension
291    imageAtomicMin(     im2Di, P, dati);        // ERROR, need extension
292    imageAtomicMin(     im2Du, P, datu);        // ERROR, need extension
293    imageAtomicMax(     im2Di, P, dati);        // ERROR, need extension
294    imageAtomicMax(     im2Du, P, datu);        // ERROR, need extension
295    imageAtomicAnd(     im2Di, P, dati);        // ERROR, need extension
296    imageAtomicAnd(     im2Du, P, datu);        // ERROR, need extension
297    imageAtomicOr(      im2Di, P, dati);        // ERROR, need extension
298    imageAtomicOr(      im2Du, P, datu);        // ERROR, need extension
299    imageAtomicXor(     im2Di, P, dati);        // ERROR, need extension
300    imageAtomicXor(     im2Du, P, datu);        // ERROR, need extension
301    imageAtomicExchange(im2Di, P, dati);        // ERROR, need extension
302    imageAtomicExchange(im2Du, P, datu);        // ERROR, need extension
303    imageAtomicExchange(im2Df, P, datf);        // ERROR, need extension
304    imageAtomicCompSwap(im2Di, P,  3, dati);    // ERROR, need extension
305    imageAtomicCompSwap(im2Du, P, 5u, datu);    // ERROR, need extension
306}
307
308#ifdef GL_OES_shader_image_atomic
309#extension GL_OES_shader_image_atomic : enable
310#endif
311
312uniform layout(rgba32f)  highp  image2D badIm2Df;  // ERROR, needs readonly or writeonly
313uniform layout(rgba8ui) highp uimage2D badIm2Du;   // ERROR, needs readonly or writeonly
314uniform layout(rgba16i)  highp iimage2D badIm2Di;  // ERROR, needs readonly or writeonly
315
316void goodImageAtom()
317{
318    float datf;
319    int dati;
320    uint datu;
321
322    imageAtomicAdd(     im2Di, P, dati);
323    imageAtomicAdd(     im2Du, P, datu);
324    imageAtomicMin(     im2Di, P, dati);
325    imageAtomicMin(     im2Du, P, datu);
326    imageAtomicMax(     im2Di, P, dati);
327    imageAtomicMax(     im2Du, P, datu);
328    imageAtomicAnd(     im2Di, P, dati);
329    imageAtomicAnd(     im2Du, P, datu);
330    imageAtomicOr(      im2Di, P, dati);
331    imageAtomicOr(      im2Du, P, datu);
332    imageAtomicXor(     im2Di, P, dati);
333    imageAtomicXor(     im2Du, P, datu);
334    imageAtomicExchange(im2Di, P, dati);
335    imageAtomicExchange(im2Du, P, datu);
336    imageAtomicExchange(im2Df, P, datf);
337    imageAtomicCompSwap(im2Di, P,  3, dati);
338    imageAtomicCompSwap(im2Du, P, 5u, datu);
339
340    imageAtomicMax(badIm2Di, P, dati);      // ERROR, not an allowed layout() on the image
341    imageAtomicMax(badIm2Du, P, datu);      // ERROR, not an allowed layout() on the image
342    imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image
343}
344
345sample in vec4 colorSampInBad;       // ERROR, reserved
346centroid out vec4 colorCentroidBad;  // ERROR
347flat out vec4 colorBadFlat;          // ERROR
348smooth out vec4 colorBadSmooth;      // ERROR
349noperspective out vec4 colorBadNo;   // ERROR
350flat centroid in vec2 colorfc;
351in float scalarIn;
352
353void badInterp()
354{
355    interpolateAtCentroid(colorfc);             // ERROR, need extension
356    interpolateAtSample(colorfc, 1);            // ERROR, need extension
357    interpolateAtOffset(colorfc, vec2(0.2));    // ERROR, need extension
358}
359
360#if defined GL_OES_shader_multisample_interpolation
361#extension GL_OES_shader_multisample_interpolation : enable
362#endif
363
364sample in vec4 colorSampIn;
365sample out vec4 colorSampleBad;     // ERROR
366flat sample in vec4 colorfsi;
367sample in vec3 sampInArray[4];
368
369void interp()
370{
371    float res;
372    vec2 res2;
373    vec3 res3;
374    vec4 res4;
375
376    res2 = interpolateAtCentroid(colorfc);
377    res4 = interpolateAtCentroid(colorSampIn);
378    res4 = interpolateAtCentroid(colorfsi);
379    res  = interpolateAtCentroid(scalarIn);
380    res3 = interpolateAtCentroid(sampInArray);         // ERROR
381    res3 = interpolateAtCentroid(sampInArray[2]);
382    res2 = interpolateAtCentroid(sampInArray[2].xy);   // ERROR
383
384    res3 = interpolateAtSample(sampInArray, 1);        // ERROR
385    res3 = interpolateAtSample(sampInArray[i], 0);
386    res2 = interpolateAtSample(sampInArray[2].xy, 2);  // ERROR
387    res  = interpolateAtSample(scalarIn, 1);
388
389    res3 = interpolateAtOffset(sampInArray, vec2(0.2));         // ERROR
390    res3 = interpolateAtOffset(sampInArray[2], vec2(0.2));
391    res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2));   // ERROR, no swizzle
392    res  = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
393    res  = interpolateAtOffset(scalarIn, vec2(0.2));
394
395    float f;
396    res  = interpolateAtCentroid(f);           // ERROR, not interpolant
397    res4 = interpolateAtSample(outp, 0);       // ERROR, not interpolant
398}
399
400layout(blend_support_softlight) out;           // ERROR, need extension
401
402#ifdef GL_KHR_blend_equation_advanced
403#extension GL_KHR_blend_equation_advanced : enable
404#endif
405
406layout(blend_support_multiply) out;
407layout(blend_support_screen) out;
408layout(blend_support_overlay) out;
409layout(blend_support_darken, blend_support_lighten) out;
410layout(blend_support_colordodge) layout(blend_support_colorburn) out;
411layout(blend_support_hardlight) out;
412layout(blend_support_softlight) out;
413layout(blend_support_difference) out;
414layout(blend_support_exclusion) out;
415layout(blend_support_hsl_hue) out;
416layout(blend_support_hsl_saturation) out;
417layout(blend_support_hsl_color) out;
418layout(blend_support_hsl_luminosity) out;
419layout(blend_support_all_equations) out;
420
421layout(blend_support_hsl_luminosity) out;              // okay to repeat
422
423layout(blend_support_hsl_luminosity) in;                       // ERROR, only on "out"
424layout(blend_support_hsl_luminosity) out vec4;                 // ERROR, only on standalone
425layout(blend_support_hsl_luminosity) out vec4 badout;          // ERROR, only on standalone
426layout(blend_support_hsl_luminosity) struct badS {int i;};     // ERROR, only on standalone
427layout(blend_support_hsl_luminosity) void blendFoo() { }       // ERROR, only on standalone
428void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone
429layout(blend_support_flizbit) out;                             // ERROR, no flizbit
430
431out vec4 outAA[2][2];  // ERROR
432
433void devi()
434{
435    gl_DeviceIndex; // ERROR, no extension
436    gl_ViewIndex;   // ERROR, no extension
437}
438
439#ifdef GL_EXT_device_group
440#extension GL_EXT_device_group : enable
441#endif
442
443#ifdef GL_EXT_multiview
444#extension GL_EXT_multiview : enable
445#endif
446
447void devie()
448{
449    gl_DeviceIndex;
450    gl_ViewIndex;
451}
452
453#extension GL_EXT_shader_implicit_conversions : enable
454
455// Test function overloading
456void func(uint a, uvec4 b)
457{
458
459}
460
461int func(uint a, uvec4 b) // Error function overloading because of same signature and different return type
462{
463    return 0;
464}
465
466int b;
467
468void testimplicit() {
469
470    uint a = b; // int->uint
471    mediump vec4 col = vec4(1, 2, 3, 4); // ivec4 -> vec4
472    int  b = a + 2; // ERROR: cannot convert from ' temp uint' to ' temp int'
473
474    // Test binary ops
475    uint c = b * 3;
476    uint d = b * 3u;
477    uint e = b%3;
478    uint f = (b > 3)? b : c;
479    func(b, ivec4(1,2,3,4));
480}
481
482#extension GL_EXT_shader_implicit_conversions : disable
483
484void testimplicitFail() {
485    uint a = b; // Error GL_EXT_shader_implicit_conversions is disabled
486}
487
488