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-rw-r--r--3rdparty/bgfx/3rdparty/glslang/Test/430.vert223
1 files changed, 223 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/430.vert b/3rdparty/bgfx/3rdparty/glslang/Test/430.vert
new file mode 100644
index 00000000000..84c322083b8
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/glslang/Test/430.vert
@@ -0,0 +1,223 @@
+#version 430 core
+
+layout(location = 3) vec4 v4; // ERROR
+
+layout(location = 4) uniform vec4 uv4;
+
+layout(location = 2) in inb1 { vec4 v; } b1; // ERROR
+layout(location = 2) out outb1 { vec4 v; } b2; // ERROR
+
+out gl_PerVertex {
+ float gl_ClipDistance[];
+};
+
+void foo()
+{
+ gl_ClipDistance[2] = 3.7;
+}
+
+struct sp {
+ highp float f;
+ in float g; // ERROR
+ uniform float h; // ERROR
+ invariant float i; // ERROR
+ volatile float j; // ERROR
+ layout(row_major) mat3 m3; // ERROR
+};
+
+void foo3(invariant vec4 v4, // ERROR
+ volatile vec3 v3,
+ layout(location = 3) vec2 v2, // ERROR
+ centroid vec3 cv3) // ERROR
+{
+}
+
+struct S {
+ mat3x2 m[7]; // needs 7*3 locations
+ float f; // needs 1 location
+}; // needs 22 locations
+
+layout(location = 10) out S cs[2]; // 10 through 10 + 2 * 22 - 1 = 53
+layout(location = 54) out float cf;
+layout(location = 53) out float cg; // ERROR, collision at 31
+
+layout(location = 10) in vec4 alias1;
+layout(location = 10) in vec4 alias2; // okay for vertex input on desktop
+
+out float gl_ClipDistance[17]; // ERROR, size too big
+
+// enhanced_layouts (most tests are in 440.*)
+
+layout(location = start*start - 2 - 4) in vec4 v6e; // ERROR
+
+layout(location = 28) in inblock2e {
+ layout(location = 25) float f2; // ERROR
+} ininst2e;
+
+in ublock4e {
+ layout(location = 50) float f1; // ERROR
+ layout(location = 51) float f2; // ERROR
+} in4e;
+
+layout(align=16, std140) uniform ubl4e { int a; } inst4e;// ERROR
+
+layout(align=32) uniform ubl9e { // ERROR
+ layout(offset=12, align=4) float f; // ERROR
+ layout(offset=20) float g; // ERROR
+} inst9e;
+
+layout(std140) uniform blocke {
+ vec4 a;
+ layout(offset = 32) vec3 b; // ERROR
+} spinste;
+
+int aconste[gl_MaxTransformFeedbackBuffers]; // ERROR
+int bconste[gl_MaxTransformFeedbackInterleavedComponents]; // ERROR
+
+out bblck2 {
+ layout(xfb_offset=64) vec4 bbv; // ERROR
+} bbinst2;
+
+layout(xfb_buffer = 3, xfb_stride = 64) out; // ERROR
+
+layout(xfb_buffer=2, xfb_offset=48, xfb_stride=80) out vec4 bge; // ERROR
+layout( xfb_offset=32, xfb_stride=64) out vec4 bhe; // ERROR
+
+layout(xfb_stride=80, xfb_buffer=2, xfb_offset=16) out bblck4e { // ERROR
+ vec4 bbv1;
+ vec4 bbv2;
+} bbinst4e;
+
+out bblck5e {
+ layout(xfb_offset=0) vec4 bbv1; // ERROR
+ layout(xfb_stride=64, xfb_buffer=3, xfb_offset=48) vec4 bbv2; // ERROR
+} bbinst5e;
+
+#extension GL_ARB_enhanced_layouts : enable
+
+layout(align=16, std140) uniform ubl4 { int a; } inst4;
+layout(std430) uniform;
+
+layout(align=32) uniform ubl9 {
+ layout(offset=12, align=4) float f;
+ layout(offset=20) float g;
+} inst9;
+
+layout(std140) uniform block {
+ vec4 a; // a takes offsets 0-15
+ layout(offset = 32) vec3 b; // b takes offsets 32-43
+} spinst;
+
+int aconst[gl_MaxTransformFeedbackBuffers];
+int bconst[gl_MaxTransformFeedbackInterleavedComponents];
+
+const int start2 = 5;
+layout(location = start2 * start2 - 2 - 4) in vec4 v6;
+
+layout(location = 28) in inblock2 { // ERROR, input block in vertex shader, other errors are valid checks still...
+ bool b1;
+ float f1;
+ layout(location = 25) float f2;
+} ininst2;
+
+in ublock4 { // ERROR, input block in vertex shader, other errors are valid checks still...
+ layout(location = 50) float f1;
+ layout(location = 51) float f2;
+} in4;
+
+out bblck2g {
+ layout(xfb_offset=64) vec4 bbv;
+} bbinst2g;
+
+layout(xfb_buffer = 1, xfb_stride = 80) out; // default buffer is 3
+
+layout(xfb_buffer=1, xfb_offset=48, xfb_stride=80) out vec4 bg;
+layout( xfb_offset=32, xfb_stride=80) out vec4 bh;
+
+layout(xfb_stride=80, xfb_buffer=1, xfb_offset=16) out bblck4 {
+ vec4 bbv1;
+} bbinst4;
+
+out bblck5 {
+ layout(xfb_offset=0) vec4 bbv1;
+ layout(xfb_stride=80, xfb_buffer=1, xfb_offset=64) vec4 bbv2;
+} bbinst5;
+
+shared vec4 sharedv; // ERROR
+
+void fooBarrier()
+{
+ barrier(); // ERROR
+ memoryBarrier();
+ memoryBarrierAtomicCounter();
+ memoryBarrierBuffer();
+ memoryBarrierShared(); // ERROR
+ memoryBarrierImage();
+ groupMemoryBarrier(); // ERROR
+}
+
+buffer vec4 v; // ERROR
+
+uniform sampler2DMS s2dms;
+uniform usampler2DMSArray us2dmsa;
+layout(rgba32i) uniform iimage2DMS ii2dms;
+layout(rgba32f) uniform image2DMSArray i2dmsa;
+
+void fooq()
+{
+ int s = textureSamples(s2dms); // ERROR
+ s += textureSamples(us2dmsa); // ERROR
+ s += imageSamples(ii2dms); // ERROR
+ s += imageSamples(i2dmsa); // ERROR
+}
+
+#extension GL_ARB_shader_texture_image_samples : enable
+
+void fooq2()
+{
+ int s = textureSamples(s2dms);
+ s += textureSamples(us2dmsa);
+ s += imageSamples(ii2dms);
+ s += imageSamples(i2dmsa);
+}
+
+uniform sampler1D samp1D;
+uniform usampler2D usamp2D;
+uniform isampler3D isamp3D;
+uniform isamplerCube isampCube;
+uniform isampler1DArray isamp1DA;
+uniform sampler2DArray samp2DA;
+uniform usamplerCubeArray usampCubeA;
+
+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()
+{
+ int levels;
+
+ levels = textureQueryLevels(samp1D);
+ levels = textureQueryLevels(usamp2D);
+ levels = textureQueryLevels(isamp3D);
+ levels = textureQueryLevels(isampCube);
+ levels = textureQueryLevels(isamp1DA);
+ levels = textureQueryLevels(samp2DA);
+ levels = textureQueryLevels(usampCubeA);
+
+ levels = textureQueryLevels(samp1Ds);
+ levels = textureQueryLevels(samp2Ds);
+ levels = textureQueryLevels(sampCubes);
+ levels = textureQueryLevels(samp1DAs);
+ levels = textureQueryLevels(samp2DAs);
+ levels = textureQueryLevels(sampCubeAs);
+
+ levels = textureQueryLevels(sampBuf); // ERROR
+ levels = textureQueryLevels(sampRect); // ERROR
+}