glslang/Test/400.frag
John Kessenich 4bfeed5fe8 Semantics: Spec. changing to reflect reality of int/uint conversion for |^&.
This effects 4.x, where int/uint conversions are done, but not earlier.
2016-01-22 15:40:24 -07:00

198 lines
5.5 KiB
GLSL

#version 400 core
in vec2 c2D;
flat in int i;
out vec4 outp;
uniform sampler2D arrayedSampler[5];
uniform usampler2DRect samp2dr;
uniform isampler2DArray isamp2DA;
void main()
{
vec4 v;
v = texture(arrayedSampler[i], c2D);
outp.x = gl_ClipDistance[1];
ivec2 offsets[4];
const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2); // ERROR, offsets not constant
uv4 = textureGatherOffsets(samp2dr, c2D, constOffsets, 2);
vec4 v4 = textureGather(arrayedSampler[0], c2D);
ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i); // ERROR, last argument not const
iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4); // ERROR, last argument out of range
iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
vec4 c = gl_FragCoord;
}
layout(location = 4) in vec4 vl; // ERROR, not supported
#ifdef GL_ARB_separate_shader_objects
#extension GL_ARB_separate_shader_objects : enable
#endif
layout(location = 6) in vec4 vl2;
layout(location = 3) uniform vec3 uv3;
layout(location = 5) in vec4 gl_Color; // ERROR, layout
noperspective in float gl_ClipDistance[4]; // ERROR, can't change qualifier
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, declared after use
uniform sampler2DRectShadow u2drs;
void foo23()
{
const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(c2D)); // ERROR, offset not constant
textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[1]);
textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[2]); // ERROR, offset out of range
textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
}
patch in vec4 patchIn; // ERROR
patch out vec4 patchOut; // ERROR
void foo24()
{
dvec3 df, di;
df = modf(dvec3(outp.xyz), di);
}
in float in1;
in vec2 in2;
in vec3 in3;
in vec4 in4;
void foodc1()
{
vec2 v2 = dFdxFine(in2); // ERROR
vec3 v3 = dFdyCoarse(in3); // ERROR
vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4); // ERROR
}
#extension GL_ARB_derivative_control : enable
void foodc2()
{
vec2 v2 = dFdxFine(in2);
vec3 v3 = dFdyCoarse(in3);
vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4);
uint u1;
ivec3 i3;
ivec2 i2;
v2 = frexp(v2, i2);
v3 = ldexp(v3, i3);
u1 = packUnorm4x8(v4);
u1 = packSnorm4x8(v4);
v4 = unpackUnorm4x8(u1);
v4 = unpackSnorm4x8(u1);
double d;
uvec2 u2;
d = packDouble2x32(u2);
u2 = unpackDouble2x32(d);
}
sample in vec4 colorSampIn;
sample out vec4 colorSampleBad; // ERROR
noperspective in vec4 colorfsi;
sample in vec3 sampInArray[4];
smooth in float scalarIn;
flat centroid in vec2 colorfc;
struct S {
float x;
};
in S s1;
sample S s2;
void interp()
{
interpolateAtCentroid(colorfc);
interpolateAtCentroid(colorSampIn);
interpolateAtCentroid(colorfsi);
interpolateAtCentroid(scalarIn);
interpolateAtCentroid(sampInArray); // ERROR
interpolateAtCentroid(sampInArray[2]);
interpolateAtCentroid(sampInArray[2].xy); // ERROR
interpolateAtSample(sampInArray, 1); // ERROR
interpolateAtSample(sampInArray[i], 0);
interpolateAtSample(s1.x, 2);
interpolateAtSample(scalarIn, 1);
interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR
interpolateAtOffset(sampInArray[2], vec2(0.2));
interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle
interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
interpolateAtOffset(s2.x, vec2(0.2)); // ERROR
float f;
interpolateAtCentroid(f); // ERROR, not interpolant
interpolateAtSample(outp, 0); // ERROR, not interpolant
}
uniform sampler1D samp1D;
uniform isampler2D isamp2D;
uniform usampler3D usamp3D;
uniform samplerCube sampCube;
uniform isampler1DArray isamp1DA;
uniform usampler2DArray usamp2DA;
uniform isamplerCubeArray isampCubeA;
uniform sampler1DShadow samp1Ds;
uniform sampler2DShadow samp2Ds;
uniform samplerCubeShadow sampCubes;
uniform sampler1DArrayShadow samp1DAs;
uniform sampler2DArrayShadow samp2DAs;
uniform samplerCubeArrayShadow sampCubeAs;
uniform samplerBuffer sampBuf;
uniform sampler2DRect sampRect;
void qlod()
{
vec2 lod;
float pf;
vec2 pf2;
vec3 pf3;
lod = textureQueryLod(samp1D, pf);
lod = textureQueryLod(isamp2D, pf2);
lod = textureQueryLod(usamp3D, pf3);
lod = textureQueryLod(sampCube, pf3);
lod = textureQueryLod(isamp1DA, pf);
lod = textureQueryLod(usamp2DA, pf2);
lod = textureQueryLod(isampCubeA, pf3);
lod = textureQueryLod(samp1Ds, pf);
lod = textureQueryLod(samp2Ds, pf2);
lod = textureQueryLod(sampCubes, pf3);
lod = textureQueryLod(samp1DAs, pf);
lod = textureQueryLod(samp2DAs, pf2);
lod = textureQueryLod(sampCubeAs, pf3);
lod = textureQueryLod(sampBuf, pf); // ERROR
lod = textureQueryLod(sampRect, pf2); // ERROR
}
struct SKeyMem { int precise; } KeyMem; // ERROR, keyword can't be a member
uniform uint uu;
out int iout;
void bitwiseConv()
{
iout = uu & i;
iout += uu ^ i;
iout += i | uu;
}