glslang/Test/400.tese

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#version 400 core
layout(vertices = 4) out; // ERROR
layout(quads, cw) in;
layout(triangles) in; // ERROR
layout(isolines) in; // ERROR
layout(ccw) in; // ERROR
layout(cw) in;
layout(fractional_odd_spacing) in;
layout(equal_spacing) in; // ERROR
layout(fractional_even_spacing) in; // ERROR
layout(point_mode) in;
patch in vec4 patchIn;
patch out vec4 patchOut; // ERROR
void main()
{
barrier(); // ERROR
int a = gl_MaxTessEvaluationInputComponents +
gl_MaxTessEvaluationOutputComponents +
gl_MaxTessEvaluationTextureImageUnits +
gl_MaxTessEvaluationUniformComponents +
gl_MaxTessPatchComponents +
gl_MaxPatchVertices +
gl_MaxTessGenLevel;
vec4 p = gl_in[1].gl_Position;
float ps = gl_in[1].gl_PointSize;
float cd = gl_in[1].gl_ClipDistance[2];
int pvi = gl_PatchVerticesIn;
int pid = gl_PrimitiveID;
vec3 tc = gl_TessCoord;
float tlo = gl_TessLevelOuter[3];
float tli = gl_TessLevelInner[1];
gl_Position = p;
gl_PointSize = ps;
gl_ClipDistance[2] = cd;
}
smooth patch in vec4 badp1; // ERROR
flat patch in vec4 badp2; // ERROR
noperspective patch in vec4 badp3; // ERROR
patch sample in vec3 badp4; // ERROR
#extension GL_ARB_separate_shader_objects : enable
in gl_PerVertex
{
float gl_ClipDistance[1];
} gl_in[]; // ERROR, no size
in gl_PerVertex
{
float gl_ClipDistance[1];
} gl_in[];
layout(quads, cw) out; // ERROR
layout(triangles) out; // ERROR
layout(isolines) out; // ERROR
layout(cw) out; // ERROR
layout(fractional_odd_spacing) out; // ERROR
layout(equal_spacing) out; // ERROR
layout(fractional_even_spacing) out; // ERROR
layout(point_mode) out; // ERROR
in vec2 ina; // ERROR, not array
in vec2 inb[];
in vec2 inc[18]; // ERROR, wrong size
in vec2 ind[gl_MaxPatchVertices];
in testbla {
int f;
} bla; // ERROR, not array
in testblb {
int f;
} blb[];
in testblc {
int f;
} blc[18]; // ERROR wrong size
in testbld {
int f;
} bld[gl_MaxPatchVertices];
layout(location = 23) in vec4 ivla[];
layout(location = 24) in vec4 ivlb[];
layout(location = 24) in vec4 ivlc[]; // ERROR
layout(location = 23) out vec4 ovla[2];
layout(location = 24) out vec4 ovlb[2]; // ERROR
in float gl_TessLevelOuter[4]; // ERROR
patch in pinbn {
int a;
} pinbi;