glslang/Test/430.comp
Chow 352e668a6d Add flags for local size values ( compute shader )
Purpose :

According to GLSL SPEC 4.6 ( 4.4.1.4 Compute Shader Inputs), for compute shader input qualifiers, we should declare such qualifiers with same values in the same shader (local_size_x, y and z).
"If such a layout qualifier is declared more than once in the same shader, all those declarations must set the same set of local work-group sizes and set them to the same values; otherwise a compile-time error results."

Why this fix:

If we manually set "local_size_x = 1" and directly following a declaration like "local_size_x = 2", this would not be detected. That is because currently we treat all the '1' as default value and could not restrictly detect whether those are default values.

Test case:
......
layout(local_size_x=1) in;
layout(local_size_x=2) in;
......

So I add test cases for this fix:
1. set local_size_y = 1 => success
2. set local_size_y = 2 => error
3. set local_size_y = 1 => success
2019-09-16 16:39:54 +08:00

91 lines
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#version 430 core
layout(local_size_x = 2) in;
layout(local_size_x = 16) in; // ERROR, changing
layout(local_size_z = 4096) in; // ERROR, too large
layout(local_size_x = 2) in;
const int total = gl_MaxComputeWorkGroupCount.y
+ gl_MaxComputeUniformComponents
+ gl_MaxComputeTextureImageUnits
+ gl_MaxComputeImageUniforms
+ gl_MaxComputeAtomicCounters
+ gl_MaxComputeAtomicCounterBuffers;
buffer ShaderStorageBlock
{
int value;
float values[];
};
buffer InvalidShaderStorageBlock
{
float values[];
int value;
} invalid;
void main()
{
barrier();
memoryBarrier();
memoryBarrierAtomicCounter();
memoryBarrierBuffer();
memoryBarrierShared();
memoryBarrierImage();
groupMemoryBarrier();
value = int(values[gl_LocalInvocationIndex]);
int a;
if (a > 10)
barrier();
}
layout(location = 2) in vec3 v3; // ERROR
in float f; // ERROR
out float fo; // ERROR
shared vec4 s;
layout(location = 2) shared vec4 sl; // ERROR
shared float fs = 4.2; // ERROR
layout(local_size_y = 1) in;
layout(local_size_y = 2) in; // ERROR, changing
layout(local_size_y = 1) in;
layout(local_size_x = 2, local_size_y = 3, local_size_z = 4) out; // ERROR
int arrX[gl_WorkGroupSize.x];
int arrY[gl_WorkGroupSize.y];
int arrZ[gl_WorkGroupSize.z];
readonly buffer roblock
{
int value;
float values[];
} ro;
void foo()
{
ro.values[2] = 4.7; // ERROR, readonly
ro.values.length();
barrier();
}
uniform double roll;
uniform writeonly image2D destTex;
void fooaoeu() {
ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);
double localCoef = length(vec2(ivec2(gl_LocalInvocationID.xy)-8)/8.0);
dvec4 aa = dvec4(0.4, 0.2, 0.3, 0.4);
double globalCoef = 1.0;
int i = globalCoef; // ERROR, can't convert from double to int
double di = i;
}
in inb { // ERROR
int a;
} inbi;
out outb { // ERROR
int a;
} outbi;