 c47175c7bb
			
		
	
	
		c47175c7bb
		
	
	
	
	
		
			
			Several bugs are related to this, and this is a slightly speculative fix, bit it is certainly wrong to either do it the way it was or to reflect the current specifications. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@28968 e7fa87d3-cd2b-0410-9028-fcbf551c1848
		
			
				
	
	
		
			126 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 310 es
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| highp float nodef3(float); // ERROR, no default precision
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| precision mediump float;
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| precision highp usampler2D;
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| precision highp sampler2D;
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| precision highp isampler2DArray;
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| 
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| layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;  // ERROR, not supported
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| 
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| layout(location = 2) in vec3 v3;
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| layout(location = 2) in mat4 yi;  // ERROR, locations conflict with xi
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| 
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| uniform sampler2D arrayedSampler[5];
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| uniform usampler2D usamp2d;
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| uniform usampler2DRect samp2dr;      // ERROR, reserved
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| uniform isampler2DArray isamp2DA;
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| 
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| in vec2 c2D;
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| uniform int i;
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| 
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| void main()
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| {
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|     vec4 v = texture(arrayedSampler[i], c2D);  // ERROR
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| 
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|     ivec2 offsets[4];
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|     const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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|     uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2);  // ERROR, not supported
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|     vec4 v4 = textureGather(arrayedSampler[0], c2D);
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|     ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
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|     iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i);  // ERROR, last argument not const
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|     iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4);  // ERROR, last argument out of range
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|     iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
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|     iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
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| }
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| 
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| out vec4 outp;
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| 
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| void foo23()
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| {
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|     const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
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| 
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|     textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D));     // ERROR, offset not constant
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|     textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
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|     textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]);     // ERROR, offset out of range
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|     textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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| 
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|     if (gl_HelperInvocation)
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|         ++outp;
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| 
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|     int sum = gl_MaxVertexImageUniforms +
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|               gl_MaxFragmentImageUniforms +
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|               gl_MaxComputeImageUniforms +
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|               gl_MaxCombinedImageUniforms +
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|               gl_MaxCombinedShaderOutputResources;
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| 
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|     bool b1, b2, b3, b;
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| 
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|     b1 = mix(b2, b3, b);
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|     uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
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|     ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
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| }
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| 
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| layout(binding=3) uniform sampler2D s1;
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| layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings?  Don't see that in the 310 spec.
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| layout(binding=2) uniform writeonly image2D      i2D;
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| layout(binding=4) uniform readonly  image3D      i3D;
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| layout(binding=5) uniform           imageCube    iCube;
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| layout(binding=6) uniform           image2DArray i2DA;
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| layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified;
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| 
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| layout(binding = 1) uniform bb {
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|     int foo;
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|     layout(binding = 2) float f;     // ERROR
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| } bbi;
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| 
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| in centroid vec4 centroidIn;
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| layout(location = 200000) uniform vec4 bigl;  // ERROR, location too big
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| 
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| layout(early_fragment_tests) in;
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| 
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| layout(location = 40) out vec4 bigout1;  // ERROR, too big
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| layout(location = 40) out vec4 bigout2;  // ERROR, overlap
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| layout(location = -2) out vec4 neg;      // ERROR, negative
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| 
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| layout(std430) uniform b430 {
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|     int i;
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| } b430i;
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| 
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| layout(shared) uniform bshar {
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|     int i;
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| } bshari;
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| 
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| in smooth vec4 smoothIn;
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| in flat int flatIn;
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| 
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| uniform sampler2DMS s2dms;
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| 
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| void foots()
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| {
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|     highp ivec2 v2 = textureSize(s1, 2);
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|     highp ivec3 v3 = textureSize(isamp2DA, 3);
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|     v2 = textureSize(s2dms);
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|     v2 = imageSize(i2D);
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|     v3 = imageSize(i3D);
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|     v2 = imageSize(iCube);
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|     v3 = imageSize(i2DA);
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|     v2 = imageSize(i2Dqualified);
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| }
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| 
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| out bool bout;          // ERROR
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| out image2D imageOut;   // ERROR
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| out mat2x3 mout;        // ERROR
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| 
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| in bool inb;         // ERROR
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| in sampler2D ino;    // ERROR
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| in float ina[4];
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| in float inaa[4][2]; // ERROR
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| struct S { float f; };
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| in S ins;
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| in S[4] inasa;       // ERROR
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| in S insa[4];        // ERROR
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| struct SA { float f[4]; };
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| in SA inSA;          // ERROR
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| struct SS { float f; S s; };
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| in SS inSS;          // ERROR
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