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https://github.com/KhronosGroup/glslang
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02132406bc
Packing qualifiers have no practical effect on scalars or vectors so this is unnecessary and its confusing tools downstream that consume the AST.
169 lines
5.5 KiB
GLSL
169 lines
5.5 KiB
GLSL
#version 440
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// Note 'location'-only tests for enhanced layouts are in 330.frag
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// Generic 'component' tests are in 440.vert
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// a consumes components 2 and 3 of location 4
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layout(location = 4, component = 2) in vec2 a;
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// b consumes component 1 of location 4
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layout(location = 4, component = 1) in float b;
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layout(location = 4, component = 2) in vec2 h; // ERROR, component overlap not okay for fragment in
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layout(location = 3, component = 2) in vec3 c; // ERROR: c overflows components 2 and 3
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// e consumes beginning (components 0, 1 and 2) of each of 6 slots
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layout(location = 20, component = 0) in vec3 e[6];
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// f consumes last component of the same 6 slots
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layout(location = 20, component = 3) in float f[6];
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layout(location = 30, component = 3) out int be;
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layout(location = 30, component = 0) out vec3 bf; // ERROR, not the same basic type
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writeonly uniform; // ERROR
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readonly in; // ERROR
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flat out; // ERROR
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mediump uniform;
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layout(offset=12) uniform; // ERROR
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layout(offset=12) in; // ERROR
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layout(offset=12) out; // ERROR
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layout(align=16) uniform; // ERROR
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layout(align=16) in; // ERROR
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layout(align=16) out; // ERROR
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layout(offset=12) uniform ubl1 { int a; } inst1; // ERROR
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layout(offset=12) in inbl2 { int a; } inst2; // ERROR
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layout(offset=12) out inbl3 { int a; } inst3; // ERROR
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layout(align=16, std140) uniform ubl4 { int a; } inst4;
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layout(align=16) uniform ubl8 { int a; } inst8; // ERROR, no packing
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layout(align=16) in inbl5 { int a; } inst5; // ERROR
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layout(align=16) out inbl6 { int a; } inst6; // ERROR
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layout(offset=12) uniform vec4 v1; // ERROR
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layout(offset=12) in vec4 v2; // ERROR
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layout(offset=12) out vec4 v3; // ERROR
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layout(align=16) uniform vec4 v4; // ERROR
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layout(align=16) in vec4 v5; // ERROR
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layout(align=16) out vec4 v6; // ERROR
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layout(std140) in; // ERROR
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layout(std140) uniform vec4 v7; // ERROR
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layout(align=48) uniform ubl7 { // ERROR, not power of 2
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layout(offset=12, align=4) float f; // ERROR, no packing
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} inst7;
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in ibl10 {
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layout(offset=12) float f; // ERROR
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layout(align=4) float g; // ERROR
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} inst10;
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layout(std430) uniform;
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layout(align=32) uniform ubl9 {
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float e;
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layout(offset=12, align=4) float f;
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layout(offset=20) float g;
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float h;
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} inst9;
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uniform ubl11 {
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layout(offset=12, align=4) float f;
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float g;
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} inst11;
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layout(std140) uniform block {
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vec4 a; // a takes offsets 0-15
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layout(offset = 32) vec3 b; // b takes offsets 32-43
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layout(offset = 40) vec2 c; // ERROR, lies within previous member
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layout(align = 6) double g; // ERROR, 6 is not a power of 2
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layout(offset=68) double h; // ERROR, offset not aligned
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} specExampleErrors;
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layout(std140) uniform block2 {
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vec4 a; // a takes offsets 0-15
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layout(offset = 32) vec3 b; // b takes offsets 32-43
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layout(offset = 48) vec2 d; // d takes offsets 48-55
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layout(align = 16) float e; // e takes offsets 64-67
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layout(align = 2) double f; // f takes offsets 72-79
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layout(offset = 80) float h; // h takes offsets 80-83
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layout(align = 64) dvec3 i; // i takes offsets 128-151
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layout(offset = 164, align = 8) float j; // j takes offsets 168-171
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} specExample;
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layout(std430) buffer block430 {
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vec4 a; // a takes offsets 0-15
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layout(offset = 32) vec3 b; // b takes offsets 32-43
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layout(offset = 40) vec2 c; // ERROR, lies within previous member
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layout(align = 6) double g; // ERROR, 6 is not a power of 2
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layout(offset=68) double h; // ERROR, offset not aligned
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layout(align = 0) double i; // ERROR, 0 not a power of 2
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} specExampleErrors430;
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layout(std430) buffer block2430 {
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vec4 a; // a takes offsets 0-15
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layout(offset = 32) vec3 b; // b takes offsets 32-43
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layout(offset = 48) vec2 d; // d takes offsets 48-55
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layout(align = 16) float e; // e takes offsets 64-67
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layout(align = 2) double f; // f takes offsets 72-79
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layout(offset = 80) float h; // h takes offsets 80-83
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layout(align = 64) dvec3 i; // i takes offsets 128-151
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layout(offset = 164, align = 8) float j; // j takes offsets 168-171
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} specExample430;
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layout(std430, align = 128) buffer block24300 {
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vec4 a;
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vec3 b;
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vec2 d;
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float e;
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double f;
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float h;
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dvec3 i;
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} specExample4300;
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layout(std430, align = 128) buffer block24301 {
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vec4 a;
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vec3 b;
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vec2 d;
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layout(offset=388) float e;
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layout(align=8) double f;
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float h;
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dvec3 i;
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} specExample4301;
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int aconst[gl_MaxTransformFeedbackBuffers];
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int bconst[gl_MaxTransformFeedbackInterleavedComponents];
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sample in vec3 sampInArray[4];
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void interp()
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{
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interpolateAtCentroid(sampInArray[2].xy);
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interpolateAtSample(sampInArray[2].x.x, 2);
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}
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int layer()
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{
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return gl_Layer;
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}
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// The std140 layout qualifier should NOT propagate all the way down to
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// the vec3. It is unnecessary and it breaks downstream AST consumers,
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// notably LunarGlass.
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struct PointLight_t
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{
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vec3 vPositionWs ;
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} ;
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layout( std140, row_major ) uniform PerViewLightData_t
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{
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PointLight_t g_pointLightData [ 128 ] ;
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} ;
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