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