* Prevent Push Constant blocks being an array * Add push constant array error test Co-authored-by: Greg Fischer <greg@lunarg.com>
		
			
				
	
	
		
			112 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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uniform sampler s;         // ERROR, no binding
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uniform sampler sA[4];     // ERROR, no binding
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uniform texture2D t2d;     // ERROR, no binding
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uniform texture3D t3d[4];  // ERROR, no binding
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int i;
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uniform samplerShadow sShadow;
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uniform texture3D t3d5[5];
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writeonly uniform image2D i2d;
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void badConst()
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{
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    sampler2D(t2d);       // ERROR, need 2 args
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    sampler2D(s, s);      // ERROR, wrong type
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    sampler2D(i, i);      // ERROR, wrong type
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    sampler2D(t2d, i);    // ERROR, wrong type
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    sampler2D(t2d, t2d);  // ERROR, wrong type
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    sampler2D(t2d, sA);   // ERROR, wrong type
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    sampler3D[4](t3d5, sA[2]);    // ERROR, can't make array
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    sampler2D(i2d, s);            // ERROR, image instead of texture
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    sampler2D(t3d[1], s);         // ERROR, 3D not 2D
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    sampler2D(t2d, sShadow);
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    sampler2DShadow(t2d, s);
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}
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sampler2D s2D = sampler2D(t2d, s);            // ERROR, no sampler constructor
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sampler3D s3d[4] = sampler3D[4](t3d, sA[2]);  // ERROR, no sampler constructor
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out vec4 color; // ERROR, no location
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void main()
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{
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    color = texture(s2D, vec2(0.5));
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    color += texture(s3d[i], vec3(0.5));
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}
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layout(push_constant) buffer pcb {            // ERROR, not on a buffer
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    int a;
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} pcbInst;
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layout(push_constant) uniform float pcfloat;  // ERROR 2X: not on a non-block, and non-opaque outside block
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layout(push_constant) uniform;                // ERROR, needs an object
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layout(binding=2, push_constant) uniform pcbnd1 {  // ERROR, can't have binding
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    int a;
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} pcbnd1inst;
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layout(push_constant) uniform pcbnd2 {  // ERROR, can't be array
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    float a;
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} pcbnd2inst[2];
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layout(std430, push_constant) uniform pcb1 { int a; } pcb1inst;
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layout(push_constant) uniform pcb2 {
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    int a;
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};                                            // Okay now to have no instance name
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layout(input_attachment_index = 2) uniform subpassInput subD;
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layout(input_attachment_index = 3) uniform texture2D subDbad1;          // ERROR, not a texture
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layout(input_attachment_index = 4) writeonly uniform image2D subDbad2;  // ERROR, not an image
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uniform subpassInput subDbad3;                                          // ERROR, need attachment number
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layout(input_attachment_index = 2) uniform subpassInputMS subDMS;
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void foo()
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{
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    vec4 v = subpassLoad(subD);
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    v += subpassLoadMS(subD);      // ERROR, no such function
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    v += subpassLoad(subD, 2);     // ERROR, no such sig.
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    v += subpassLoad(subDMS, 2);
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    v += subpassLoadMS(subDMS, 2); // ERROR, no such function
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}
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subroutine int fooS;                              // ERROR, not in SPV
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subroutine int fooSub();                          // ERROR, not in SPV
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uniform vec4 dv4;                                 // ERROR, no default uniforms
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void fooTex()
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{
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    texture(t2d, vec2(1.0));                 // ERROR, need a sampler, not a pure texture
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    imageStore(t2d, ivec2(4, 5), vec4(1.2)); // ERROR, need an image, not a pure texture
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}
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precision highp float;
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layout(location=0) in vec2 vTexCoord;
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layout(location=0) out vec4 FragColor;
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vec4 userTexture(mediump sampler2D samp, vec2 coord)
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{
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    return texture(samp, coord);
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}
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bool cond;
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void callUserTexture()
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{
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    userTexture(sampler2D(t2d,s), vTexCoord);                            // ERROR, not point of use
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    userTexture((sampler2D(t2d,s)), vTexCoord);                          // ERROR, not point of use
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    userTexture((sampler2D(t2d,s), sampler2D(t2d,s)), vTexCoord);        // ERROR, not point of use
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    userTexture(cond ? sampler2D(t2d,s) : sampler2D(t2d,s), vTexCoord);  // ERROR, no ?:, not point of use
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    gl_NumSamples;   // ERROR, not for Vulkan
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}
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void noise()
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{
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    noise1(dv4);
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    noise2(4.0);
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    noise3(vec2(3));
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    noise4(dv4);
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}
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