glslang/Test/300.frag
Pankaj Mistry e05cc20ec2 Add support for es extension GL_EXT_blend_func_extended
* Introduces builtin variables gl_SecondaryFragColorEXT and gl_SecondaryFragDataEXT
* Introduces builtin constant gl_MaxDualSourceDrawBuffersEXT
* enables support for layout qualifier "index" in es profile
2020-04-30 23:21:14 -07:00

195 lines
5.3 KiB
GLSL

#version 300 es
void nodef1(float f); // ERROR, no default precision
uniform sampler2D s2D;
uniform lowp sampler3D s3D;
uniform samplerCube sCube;
uniform lowp samplerCubeShadow sCubeShadow;
uniform lowp sampler2DShadow s2DShadow;
uniform lowp sampler2DArray s2DArray;
uniform lowp sampler2DArrayShadow s2DArrayShadow;
uniform lowp isampler2D is2D;
uniform lowp isampler3D is3D;
uniform lowp isamplerCube isCube;
uniform lowp isampler2DArray is2DArray;
uniform lowp usampler2D us2D;
uniform lowp usampler3D us3D;
uniform lowp usamplerCube usCube;
uniform lowp usampler2DArray us2DArray;
precision lowp float;
in float c1D;
in vec2 c2D;
in vec3 c3D;
smooth vec4 c4D;
flat in int ic1D;
flat in ivec2 ic2D;
flat in ivec3 ic3D;
flat in ivec4 ic4D;
noperspective in vec4 badv; // ERROR
in sampler2D bads; // ERROR
precision lowp uint; // ERROR
struct s {
int i;
sampler2D s;
};
in s badout; // ERROR, can't contain a sampler
// ERROR, can't have int in struct without flat
struct S2 {
vec3 c;
float f;
};
in S2 s2;
out vec3 sc;
out float sf;
uniform sampler2D arrayedSampler[5];
void main()
{
float f;
vec4 v;
v = texture(s2D, c2D);
v = textureProj(s3D, c4D);
v = textureLod(s2DArray, c3D, 1.2);
f = textureOffset(s2DShadow, c3D, ic2D, c1D); // ERROR, offset argument not constant
v = texelFetch(s3D, ic3D, ic1D);
v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant
f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
v = textureGrad(sCube, c3D, c3D, c3D);
f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
v = textureProjGrad(s3D, c4D, c3D, c3D);
v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
v = texture(arrayedSampler[ic1D], c2D); // ERROR
ivec4 iv;
iv = texture(is2D, c2D);
iv = textureProjOffset(is2D, c4D, ic2D);
iv = textureProjLod(is2D, c3D, c1D);
iv = textureProjGrad(is2D, c3D, c2D, c2D);
iv = texture(is3D, c3D, 4.2);
iv = textureLod(isCube, c3D, c1D);
iv = texelFetch(is2DArray, ic3D, ic1D);
iv.xy = textureSize(sCubeShadow, 2);
float precise;
double boo; // ERROR
dvec2 boo2; // ERROR
dvec3 boo3; // ERROR
dvec4 boo4; // ERROR
f += gl_FragCoord.y;
gl_FragDepth = f;
sc = s2.c;
sf = s2.f;
sinh(c1D) +
cosh(c1D) * tanh(c2D);
asinh(c4D) + acosh(c4D);
atanh(c3D);
}
uniform multi {
int[2] a[3]; // ERROR
int[2][3] b; // ERROR
int c[2][3]; // ERROR
} multiInst[2][3]; // ERROR
out vec4 colors[4];
void foo()
{
colors[2] = c4D;
colors[ic1D] = c4D; // ERROR
}
uniform s st1;
uniform s st2;
void foo13(s inSt2)
{
if (st1 == st2); // ERROR
if (st1 != st2); // ERROR
st1.s == st2.s; // ERROR
inSt2 = st1; // ERROR
inSt2 == st1; // ERROR
}
void foo23()
{
textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D);
textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D);
}
void foo324(void)
{
float p = pow(3.2, 4.6);
p += sin(0.4);
p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5
p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13
vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39)
c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3)
c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3)
vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3)
c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3)
c2 += refract(vec2(1,3), vec2(0,1), 3.0);
c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0)
mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
}
uniform mediump; // ERROR
layout(early_fragment_tests) in; // ERROR
// Test extension GL_EXT_shader_integer_mix
#extension GL_EXT_shader_integer_mix : enable
bool b1, b2, b;
int x,y;
uint z,w;
void testmix()
{
int ival = mix(x, y, b);
ivec2 iv2 = mix(ivec2(x), ivec2(y), bvec2(b));
ivec3 iv3 = mix(ivec3(x), ivec3(y), bvec3(b));
ivec4 iv4 = mix(ivec4(x), ivec4(x), bvec4(b));
uint uiv = mix(z, w, b);
uvec2 uv2 = mix(uvec2(z), uvec2(z), bvec2(b));
uvec3 uv3 = mix(uvec3(z), uvec3(z), bvec3(b));
uvec4 uv4 = mix(uvec4(z), uvec4(z), bvec4(b));
bool bv = mix(b1, b2, b);
bvec2 bv2 = mix(bvec2(b1), bvec2(b2), bvec2(b));
bvec3 bv3 = mix(bvec3(b1), bvec3(b2), bvec3(b));
bvec4 bv4 = mix(bvec4(b1), bvec4(b2), bvec4(b));
}
#extension GL_EXT_shader_integer_mix : disable
void testmixFail()
{
int ival = mix(x, y, b); // Error since extenson GL_EXT_shader_integer_mix is disabled
}
// Test layout qualifier "index" with extension GL_EXT_blend_func_extended
layout(location = 0, index = 1) out vec4 outVarFail; // Error Index supported with extension GL_EXT_blend_func_extended enabled
#extension GL_EXT_blend_func_extended : enable
layout(location = 0, index = 2) out vec4 outVarPass;
#ifndef GL_FRAGMENT_PRECISION_HIGH
#error missing GL_FRAGMENT_PRECISION_HIGH
#endif
invariant in; // ERROR
invariant in vec4; // ERROR
invariant in vec4 fooinv; // ERROR
float imageBuffer; // ERROR, reserved
float uimage2DRect; // ERROR, reserved