GLSL: Implement version 320 for ES.
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150
Test/320.tesc
Normal file
150
Test/320.tesc
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#version 320 es
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layout(vertices = 4) out;
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out int outa[gl_out.length()];
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layout(quads) in; // ERROR
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layout(ccw) out; // ERROR
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layout(fractional_even_spacing) in; // ERROR
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patch in vec4 patchIn; // ERROR
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patch out vec4 patchOut;
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void main()
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{
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barrier();
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int a = gl_MaxTessControlInputComponents +
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gl_MaxTessControlOutputComponents +
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gl_MaxTessControlTextureImageUnits +
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gl_MaxTessControlUniformComponents +
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gl_MaxTessControlTotalOutputComponents;
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vec4 p = gl_in[1].gl_Position;
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float ps = gl_in[1].gl_PointSize; // ERROR, need point_size extension
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float cd = gl_in[1].gl_ClipDistance[2]; // ERROR, not in ES
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int pvi = gl_PatchVerticesIn;
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int pid = gl_PrimitiveID;
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int iid = gl_InvocationID;
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gl_out[gl_InvocationID].gl_Position = p;
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gl_out[gl_InvocationID].gl_PointSize = ps; // ERROR, need point_size extension
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gl_out[gl_InvocationID].gl_ClipDistance[1] = cd; // ERROR, not in ES
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gl_TessLevelOuter[3] = 3.2;
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gl_TessLevelInner[1] = 1.3;
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if (a > 10)
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barrier(); // ERROR
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else
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barrier(); // ERROR
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barrier();
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do {
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barrier(); // ERROR
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} while (a > 10);
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switch (a) {
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default:
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barrier(); // ERROR
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break;
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}
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a < 12 ? a : (barrier(), a); // ERROR
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{
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barrier();
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}
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return;
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barrier(); // ERROR
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}
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layout(vertices = 4) in; // ERROR, not on in
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layout(vertices = 5) out; // ERROR, changing #
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void foo()
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{
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gl_out[4].gl_Position; // ERROR, out of range
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barrier(); // ERROR, not in main
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}
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in vec2 ina; // ERROR, not array
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in vec2 inb[];
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in vec2 inc[18]; // ERROR, wrong size
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in vec2 ind[gl_MaxPatchVertices];
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patch out float implA[]; // ERROR, not sized
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 3) in vec4 ivla[];
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layout(location = 4) in vec4 ivlb[];
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layout(location = 4) in vec4 ivlc[]; // ERROR, overlapping
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layout(location = 3) out vec4 ovla[];
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layout(location = 4) out vec4 ovlb[];
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layout(location = 4) out vec4 ovlc[]; // ERROR, overlapping
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patch out pinbn {
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int a;
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} pinbi;
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centroid out vec3 myColor2[];
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centroid in vec3 centr[];
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sample out vec4 perSampleColor[];
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layout(vertices = 4) out float badlay[]; // ERROR, not on a variable
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out float misSized[5]; // ERROR, size doesn't match
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out float okaySize[4];
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void pointSize2()
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{
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float ps = gl_in[1].gl_PointSize; // ERROR, need point_size extension
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gl_out[gl_InvocationID].gl_PointSize = ps; // ERROR, need point_size extension
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}
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precise vec3 pv3;
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void goodfoop()
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{
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precise float d;
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pv3 *= pv3;
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pv3 = fma(pv3, pv3, pv3);
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d = fma(d, d, d);
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}
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void bb()
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{
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gl_BoundingBoxOES[0] = vec4(0.0);
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gl_BoundingBoxOES[1] = vec4(1.0);
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gl_BoundingBoxOES[2] = vec4(2.0); // ERROR, overflow
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}
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out patch badpatchBName { // ERROR, array size required
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float f;
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} badpatchIName[];
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out patch patchBName {
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float f;
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} patchIName[4];
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void outputtingOutparam(out int a)
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{
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a = 2;
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}
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void outputting()
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{
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outa[gl_InvocationID] = 2;
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outa[1] = 2; // ERROR, not gl_InvocationID
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gl_out[0].gl_Position = vec4(1.0); // ERROR, not gl_InvocationID
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outa[1];
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gl_out[0];
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outputtingOutparam(outa[0]); // ERROR, not gl_InvocationID
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outputtingOutparam(outa[gl_InvocationID]);
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patchIName[1].f = 3.14;
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outa[(gl_InvocationID)] = 2;
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}
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