#version 310 es highp float nodef3(float); // ERROR, no default precision precision mediump float; precision highp usampler2D; precision highp sampler2D; precision highp isampler2DArray; layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, not supported layout(location = 2) in vec3 v3; layout(location = 2) in mat4 yi; // ERROR, locations conflict with xi uniform sampler2D arrayedSampler[5]; uniform usampler2D usamp2d; uniform usampler2DRect samp2dr; // ERROR, reserved uniform isampler2DArray isamp2DA; in vec2 c2D; uniform int i; void main() { vec4 v = texture(arrayedSampler[i], c2D); // ERROR ivec2 offsets[4]; const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, not supported vec4 v4 = textureGather(arrayedSampler[0], c2D); ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(0.5)); iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i)); // ERROR, offset not constant } out vec4 outp; void foo23() { const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16)); textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]); textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range if (gl_HelperInvocation) ++outp; int sum = gl_MaxVertexImageUniforms + gl_MaxFragmentImageUniforms + gl_MaxComputeImageUniforms + gl_MaxCombinedImageUniforms + gl_MaxCombinedShaderOutputResources; bool b1, b2, b3, b; b1 = mix(b2, b3, b); uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b)); ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b)); } layout(binding=3) uniform sampler2D s1; layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings? Don't see that in the 310 spec. layout(binding=2) uniform writeonly image2D i2D; layout(binding=4) uniform readonly image3D i3D; layout(binding=5) uniform imageCube iCube; layout(binding=6) uniform image2DArray i2DA; layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified; layout(binding = 1) uniform bb { int foo; layout(binding = 2) float f; // ERROR } bbi; in centroid vec4 centroidIn; layout(location = 200000) uniform vec4 bigl; // ERROR, location too big layout(early_fragment_tests) in; layout(location = 40) out vec4 bigout1; // ERROR, too big layout(location = 40) out vec4 bigout2; // ERROR, overlap layout(location = -2) out vec4 neg; // ERROR, negative layout(std430) buffer b430 { int i; } b430i; layout(shared) uniform bshar { int i; } bshari; in smooth vec4 smoothIn; in flat int flatIn; uniform sampler2DMS s2dms; void foots() { highp ivec2 v2 = textureSize(s1, 2); highp ivec3 v3 = textureSize(isamp2DA, 3); v2 = textureSize(s2dms); v2 = imageSize(i2D); v3 = imageSize(i3D); v2 = imageSize(iCube); v3 = imageSize(i2DA); v2 = imageSize(i2Dqualified); } out bool bout; // ERROR out image2D imageOut; // ERROR out mat2x3 mout; // ERROR in bool inb; // ERROR in sampler2D ino; // ERROR in float ina[4]; in float inaa[4][2]; // ERROR struct S { float f; }; in S ins; in S[4] inasa; // ERROR in S insa[4]; // ERROR struct SA { float f[4]; }; in SA inSA; // ERROR struct SS { float f; S s; }; in SS inSS; // ERROR #ifndef GL_EXT_shader_io_blocks #error GL_EXT_shader_io_blocks not defined #endif #extension GL_EXT_shader_io_blocks : enable out outbname { int a; } outbinst; // ERROR, not out block in fragment shader in inbname { int a; vec4 v; struct { int b; } s; // ERROR, nested struct definition } inbinst; in inbname2 { layout(location = 12) int aAnon; layout(location = 13) centroid in vec4 vAnon; }; in layout(location = 13) vec4 aliased; // ERROR, aliased in inbname2 { // ERROR, reuse of block name int aAnon; centroid in vec4 vAnon; }; in badmember { // ERROR, aAnon already in global scope int aAnon; }; int inbname; // ERROR, redefinition of block name vec4 vAnon; // ERROR, anon in global scope; redefinition in arrayed { float f; } arrayedInst[4]; void fooIO() { vec4 v = inbinst.v + vAnon; v *= arrayedInst[2].f; v *= arrayedInst[i].f; // ERROR, not constant } in vec4 gl_FragCoord; layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, non-ES layout(early_fragment_tests) in; out float gl_FragDepth; layout(depth_any) out float gl_FragDepth; // ERROR, non-ES void foo_IO() { gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared gl_Layer; // ERROR, not present gl_PrimitiveID; // ERROR, not present bool f = gl_FrontFacing; } out float gl_FragDepth; #extension GL_OES_geometry_shader : enable void foo_GS() { highp int l = gl_Layer; highp int p = gl_PrimitiveID; } in vec2 inf, ing; uniform ivec2 offsets[4]; uniform sampler2D sArray[4]; uniform int sIndex; layout(binding = 0) uniform atomic_uint auArray[2]; uniform ubName { int i; } ubInst[4]; buffer bbName { int i; } bbInst[4]; uniform writeonly image2D iArray[5]; const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4)); void pfooBad() { precise vec2 h; // ERROR reserved h = fma(inf, ing, h); // ERROR, not available textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); // ERROR, offset not constant textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); // ERROR, not available } #extension GL_OES_gpu_shader5 : enable void pfoo() { precise vec2 h; h = fma(inf, ing, h); textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf)); textureGatherOffsets(sArray[0], vec2(0.1), constOffsets); textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant }