Add a new shader-versioning infrastructure capable of handling multiple profiles, desktop/ES, many versions, features coming and going in different versions across different profiles, and extensions.

NB: *Use* of this infrastructure is so far only skeletal.

Fixed a few typos and minor issues along the way.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@19951 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2012-12-13 00:05:26 +00:00
parent 5d3e2e35b6
commit 9fd55bd338
31 changed files with 1662 additions and 706 deletions

5
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.\StandAlone.exe -i sample.vert > sample.vert.newout
diff sample.vert.out sample.vert.newout
.\StandAlone.exe -i sample.frag > sample.frag.newout
diff sample.frag.out sample.frag.newout

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for /F "tokens=*" %%f in (testlist) do .\StandAlone.exe -i %%f

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//
//Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
varying vec3 color;
void main()
{
gl_FragColor = vec4(color, 1.0f);
}

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#### BEGIN COMPILER 0 INFO LOG ####
0:? Sequence
0:37 Function Definition: main( (void)
0:37 Function Parameters:
0:39 Sequence
0:39 move second child to first child (4-component vector of float)
0:39 'gl_FragColor' (FragColor 4-component vector of float)
0:39 Construct vec4 (4-component vector of float)
0:39 'color' (varying in 3-component vector of float)
0:39 1.000000 (const float)
#### END COMPILER 0 INFO LOG ####
#### BEGIN LINKER INFO LOG ####
#### END LINKER INFO LOG ####

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//
//Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
varying vec3 color;
void main()
{
color = vec3(1.0, 1.0, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

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#### BEGIN COMPILER 0 INFO LOG ####
0:? Sequence
0:37 Function Definition: main( (void)
0:37 Function Parameters:
0:39 Sequence
0:39 move second child to first child (3-component vector of float)
0:39 'color' (varying out 3-component vector of float)
0:39 1.000000 (const float)
0:39 1.000000 (const float)
0:39 1.000000 (const float)
0:41 move second child to first child (4-component vector of float)
0:41 'gl_Position' (Position 4-component vector of float)
0:41 matrix-times-vector (4-component vector of float)
0:41 'gl_ModelViewProjectionMatrix' (uniform 4X4 matrix of float)
0:41 'gl_Vertex' (attribute 4-component vector of float)
#### END COMPILER 0 INFO LOG ####
#### BEGIN LINKER INFO LOG ####
#### END LINKER INFO LOG ####

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#version 430
#extension GL_3DL_array_objects : enable
int a = 0xffffffff; // 32 bits, a gets the value -1
//int b = 0xffffffffU; // ERROR: can't convert uint to int
uint c = 0xffffffff; // 32 bits, c gets the value 0xFFFFFFFF
//uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF
int e = -1; // the literal is <20>1<EFBFBD>, then negation is performed,
// and the resulting non-literal 32-bit signed
// bit pattern of 0xFFFFFFFF is assigned, giving e
// the value of -1.
//uint f = -1u; // the literal is <20>1u<31>, then negation is performed,
// and the resulting non-literal 32-bit unsigned
// bit pattern of 0xFFFFFFFF is assigned, giving f
// the value of 0xFFFFFFFF.
int g = 3000000000; // a signed decimal literal taking 32 bits,
// setting the sign bit, g gets -1294967296
int h = 0xA0000000; // okay, 32-bit signed hexadecimal
//int i = 5000000000; // ERROR: needs more than 32 bits
//int j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits
int k = 0x80000000; // k gets -2147483648 == 0x80000000
int l = 2147483648; // l gets -2147483648 (the literal set the sign bit)
float fa, fb = 1.5; // single-precision floating-point
//double fc, fd = 2.0LF; // double-precision floating-point
vec2 texcoord1, texcoord2;
vec3 position;
vec4 myRGBA;
ivec2 textureLookup;
bvec3 less;
mat2 mat2D;
mat3 optMatrix;
mat4 view, projection;
mat4x4 view; // an alternate way of declaring a mat4
mat3x2 m; // a matrix with 3 columns and 2 rows
dmat4 highPrecisionMVP;
dmat2x4 dm;
struct light {
float intensity;
vec3 position;
} lightVar;
struct S { float f; };
struct T {
//S; // Error: anonymous structures disallowed
//struct { ... }; // Error: embedded structures disallowed
S s; // Okay: nested structures with name are allowed
};
float frequencies[3];
uniform vec4 lightPosition[4];
light lights[];
const int numLights = 2;
light lights[numLights];
in vec3 normal;
centroid in vec2 TexCoord;
invariant centroid in vec4 Color;
noperspective in float temperature;
flat in vec3 myColor;
noperspective centroid in vec2 myTexCoord;
uniform vec4 lightPosition;
uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time
in Material {
smooth in vec4 Color1; // legal, input inside in block
smooth vec4 Color2; // legal, 'in' inherited from 'in Material'
vec2 TexCoord; // legal, TexCoord is an input
uniform float Atten; // illegal, mismatched storage qualifier
};
in Light {
vec4 LightPos;
vec3 LightColor;
};
in ColoredTexture {
vec4 Color;
vec2 TexCoord;
} Material; // instance name
vec3 Color; // different Color than Material.Color
in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed
// All the following are allowed redeclaration that change behavior
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(early_fragment_tests) in;
// compute shader:
layout (local_size_x = 32, local_size_y = 32) in;
layout (local_size_x = 8) in;
layout(location = 3) out vec4 color;
layout(location = 3, index = 1) out vec4 factor;
layout(location = 2) out vec4 colors[3];
layout (depth_greater) out float gl_FragDepth;
// redeclaration that changes nothing is allowed
out float gl_FragDepth;
// assume it may be modified in any way
layout (depth_any) out float gl_FragDepth;
// assume it may be modified such that its value will only increase
layout (depth_greater) out float gl_FragDepth;
// assume it may be modified such that its value will only decrease
layout (depth_less) out float gl_FragDepth;
// assume it will not be modified
layout (depth_unchanged) out float gl_FragDepth;
in vec4 gl_Color; // predeclared by the fragment language
flat in vec4 gl_Color; // redeclared by user to be flat
float[5] foo(float[5])
{
return float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}
precision highp float;
precision highp int;
precision mediump int;
precision highp float;
void main()
{
{
float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}
{
float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing
}
{
vec4 a[3][2]; // size-3 array of size-2 array of vec4
vec4[2] a1[3]; // size-3 array of size-2 array of vec4
vec4[3][2] a2; // size-3 array of size-2 array of vec4
vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
vec4[3][2] a3 = vec4[3][2](b, b, b); // constructor
void foo(vec4[3][2]); // prototype with unnamed parameter
vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)) };
}
{
float a[5];
{
float b[] = a; // b is explicitly size 5
}
{
float b[5] = a; // means the same thing
}
{
float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5
}
a.length(); // returns 5
}
{
vec4 a[3][2];
a.length(); // this is 3
a[x].length(); // this is 2
}
// for an array b containing a member array a:
b[++x].a.length(); // b is never dereferenced, but <20>++x<> is evaluated
// for an array s of a shader storage object containing a member array a:
s[x].a.length(); // s is dereferenced; x needs to be a valid index
//
//All of the following declarations result in a compile-time error.
//float a[2] = { 3.4, 4.2, 5.0 }; // illegal
//vec2 b = { 1.0, 2.0, 3.0 }; // illegal
//mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal
//mat2x2 d = { 1.0, 0.0, 0.0, 1.0 }; // illegal, can't flatten nesting
//struct {
// float a;
// int b;
//} e = { 1.2, 2, 3 }; // illegal
struct {
float a;
int b;
} e = { 1.2, 2 }; // legal, all types match
struct {
float a;
int b;
} e = { 1, 3 }; // legal, first initializer is converted
//All of the following declarations result in a compile-time error.
//int a = true; // illegal
//vec4 b[2] = { vec4(0.0), 1.0 }; // illegal
//mat4x2 c = { vec3(0.0), vec3(1.0) }; // illegal
//struct S1 {
// vec4 a;
// vec4 b;
//};
//struct {
// float s;
// float t;
//} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal
{
float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
float c[] = a; // c is explicitly size 5
float d[5] = b; // means the same thing
}
{
const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
const float ceiling = a + b; // a and b not necessarily constants
}
{
in vec4 position;
in vec3 normal;
in vec2 texCoord[4];
}
{
lowp float color;
out mediump vec2 P;
lowp ivec2 foo(lowp mat3);
highp mat4 m;
}
}

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#version 110
#extension GL_3DL_array_objects : enable
out Vertex {
vec4 Position; // API transform/feedback will use <20>Vertex.Position<6F>
vec2 Texture;
} Coords; // shader will use <20>Coords.Position<6F>
out Vertex2 {
vec4 Color; // API will use <20>Color<6F>
};
uniform Transform { // API uses <20>Transform[2]<5D> to refer to instance 2
mat4 ModelViewMatrix;
mat4 ModelViewProjectionMatrix;
vec4 a[]; // array will get implicitly sized
float Deformation;
} transforms[4];
layout(location = 3) in vec4 normal;
layout(location = 6) in vec4 colors[3];
layout(location = 9) in mat4 transforms[2];
layout(location = 3) struct S {
vec3 a;
mat2 b;
vec4 c[2];
} s;
layout(triangles, invocations = 6) in;
layout(lines) in; // legal for Color2, input size is 2, matching Color2
layout(triangle_strip, max_vertices = 60) out; // order does not matter
layout(max_vertices = 60) out; // redeclaration okay
layout(triangle_strip) out; // redeclaration okay
//layout(points) out; // error, contradicts triangle_strip
//layout(max_vertices = 30) out; // error, contradicts 60
layout(stream = 1) out;
layout(stream=1) out; // default is now stream 1
out vec4 var1; // var1 gets default stream (1)
layout(stream=2) out Block1 { // "Block1" belongs to stream 2
layout(stream=2) vec4 var2; // redundant block member stream decl
layout(stream=3) vec2 var3; // ILLEGAL (must match block stream)
vec3 var4; // belongs to stream 2
};
layout(stream=0) out; // default is now stream 0
out vec4 var5; // var5 gets default stream (0)
out Block2 { // "Block2" gets default stream (0)
vec4 var6;
};
layout(stream=3) out vec4 var7; // var7 belongs to stream 3
layout(shared, column_major) uniform;
layout(shared, column_major) buffer;
layout(row_major, column_major)
layout(shared, row_major) uniform; // default is now shared and row_major
layout(std140) uniform Transform { // layout of this block is std140
mat4 M1; // row_major
layout(column_major) mat4 M2; // column major
mat3 N1; // row_major
};
layout(column_major) uniform T3 { // shared and column_major
mat4 M3; // column_major
layout(row_major) mat4 m4; // row major
mat3 N2; // column_major
};
// in one compilation unit...
layout(binding=3) uniform sampler2D s; // s bound to unit 3
// in another compilation unit...
uniform sampler2D s; // okay, s still bound at 3
// in another compilation unit...
//layout(binding=4) uniform sampler2D s; // ERROR: contradictory bindings
layout (binding = 2, offset = 4) uniform atomic_uint a;
layout (binding = 2) uniform atomic_uint bar;
layout (binding = 2, offset = 4) uniform atomic_uint;
layout (binding = 2) uniform atomic_uint bar; // offset is 4
layout (offset = 8) uniform atomic_uint bar; // error, no default binding
layout (binding=3, offset=4) uniform atomic_uint a2; // offset = 4
layout (binding=2) uniform atomic_uint b2; // offset = 0
layout (binding=3) uniform atomic_uint c2; // offset = 8
layout (binding=2) uniform atomic_uint d2; // offset = 4
//layout (offset=4) // error, must include binding
layout (binding=1, offset=0) a; // okay
layout (binding=2, offset=0) b; // okay
//layout (binding=1, offset=0) c; // error, offsets must not be shared
// // between a and c
//layout (binding=1, offset=2) d; // error, overlaps offset 0 of a
flat in vec4 gl_FrontColor; // input to geometry shader, no <20>gl_in[]<5D>
flat out vec4 gl_FrontColor; // output from geometry shader
invariant gl_Position; // make existing gl_Position be invariant
out vec3 Color;
invariant Color; // make existing Color be invariant
invariant centroid out vec3 Color4;
precise out vec4 position;
out vec3 Color5;
precise Color5; // make existing Color be precise
in vec4 a, b, c, d;
precise out vec4 v;
coherent buffer Block {
readonly vec4 member1;
vec4 member2;
};
buffer Block {
coherent readonly vec4 member1;
coherent vec4 member2;
};
shared vec4 shv;
vec4 funcA(restrict image2D a) { }
vec4 funcB(image2D a) { }
layout(rgba32f) uniform image2D img1;
layout(rgba32f) coherent uniform image2D img2;
float func(float e, float f, float g, float h)
{
return (e*f) + (g*h); // no constraint on order or
// operator consistency
}
float func2(float e, float f, float g, float h)
{
precise float result = (e*f) + (g*h); // ensures same precision for
// the two multiplies
return result;
}
float func3(float i, float j, precise out float k)
{
k = i * i + j; // precise, due to <k> declaration
}
void main()
{
vec3 r = vec3(a * b); // precise, used to compute v.xyz
vec3 s = vec3(c * d); // precise, used to compute v.xyz
v.xyz = r + s; // precise
v.w = (a.w * b.w) + (c.w * d.w); // precise
v.x = func(a.x, b.x, c.x, d.x); // values computed in func()
// are NOT precise
v.x = func2(a.x, b.x, c.x, d.x); // precise!
func3(a.x * b.x, c.x * d.x, v.x); // precise!
funcA(img1); // OK, adding "restrict" is allowed
funcB(img2); // illegal, stripping "coherent" is not
{
struct light {
float intensity;
vec3 position;
};
light lightVar = light(3.0, vec3(1.0, 2.0, 3.0));
}
{
const float c[3] = float[3](5.0, 7.2, 1.1);
const float d[3] = float[](5.0, 7.2, 1.1);
float g;
float a[5] = float[5](g, 1, g, 2.3, g);
float b[3];
b = float[3](g, g + 1.0, g + 2.0);
}
{
vec4 b[2] = { vec4(1.0), vec4(1.0) };
vec4[3][2](b, b, b); // constructor
vec4[][2](b, b, b); // constructor, valid, size deduced
vec4[3][](b, b, b); // compile-time error, invalid type constructed
}
}

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//
//Copyright (C) 2012 LunarG, Inc.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of LunarG Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#version 300 es
in vec3 color;
out vec4 foo;
uniform sampler2DRect bar;
void main()
{
foo = vec4(color, 142.0f);
discard;
}

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//
//Copyright (C) 2012 LunarG, Inc.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of LunarG Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#version 420 compatibility
attribute vec3 color;
uniform sampler2DRect foo;
void main()
{
gl_Position = vec4(color, 142.0f);
}

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//
//Copyright (C) 2012 LunarG, Inc.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of LunarG Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#version 110 es
#extension GL_ARB_texture_rectangle : disable
attribute vec3 color;
uniform sampler2DRect foo;
void main()
{
gl_FragColor = vec4(color, 142.0f);
discard;
}

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//
//Copyright (C) 2012 LunarG, Inc.
//All rights reserved.
//
//Redistribution and use in source and binary forms, with or without
//modification, are permitted provided that the following conditions
//are met:
//
// Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
//
// Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following
// disclaimer in the documentation and/or other materials provided
// with the distribution.
//
// Neither the name of LunarG Inc. nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#version 420 core
#extension GL_ARB_texture_rectangle : enable
attribute vec3 color;
uniform sampler2DRect foo;
void main()
{
gl_Position = vec4(color, 142.0f);
discard;
}