103 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 400 core
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| 
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| layout(vertices = 4) out;
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| int outa[gl_out.length()];
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| 
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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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| 
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| patch in vec4 patchIn;              // ERROR
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| patch out vec4 patchOut;
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| 
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| void main()
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| {
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|     barrier();
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| 
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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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| 
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|     vec4 p = gl_in[1].gl_Position;
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|     float ps = gl_in[1].gl_PointSize;
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|     float cd = gl_in[1].gl_ClipDistance[2];
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| 
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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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| 
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|     gl_out[gl_InvocationID].gl_Position = p;
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|     gl_out[gl_InvocationID].gl_PointSize = ps;
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|     gl_out[gl_InvocationID].gl_ClipDistance[1] = cd;
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| 
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|     gl_TessLevelOuter[3] = 3.2;
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|     gl_TessLevelInner[1] = 1.3;
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| 
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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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| 
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|     barrier();
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| 
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|     do {
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|         barrier();           // ERROR
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|     } while (a > 10);
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| 
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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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| 
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|     return;
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| 
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|     barrier();               // ERROR
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| }
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| 
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| layout(vertices = 4) in;    // ERROR
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| layout(vertices = 5) out;   // ERROR
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| 
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| void foo()
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| {
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|     gl_out[4].gl_PointSize;  // ERROR
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| 
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|     barrier();                // ERROR
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| }
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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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| 
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| #extension GL_ARB_separate_shader_objects : enable
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| 
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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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| 
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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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| 
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| precise vec3 pv3;
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| 
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| void foop()
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| {
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|     precise double d;
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| 
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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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| 
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| patch out pinbn {
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|     int a;
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| } pinbi;
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