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#version 420 core
#version 420 core
varying vec2 v2; // ERROR, varying reserved
in vec4 bad[10];
highp in vec4 badorder;
out invariant vec4 badorder2;
in centroid vec4 badorder4; // ERROR, no centroid input to vertex stage
out flat vec4 badorder3;
void bar(in const float a);
void bar2(highp in float b);
smooth flat out vec4 rep; // ERROR, replicating interpolation qualification
centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification
in uniform vec4 rep3; // ERROR, replicating storage qualification
int anonconst;
const int aconst = 5;
const int a = aconst;
const int b = anonconst; // ERROR at global scope
const int foo() // ERROR, no const functions
{
const int a = aconst;
const int b = anonconst;
const int c = a; // still compile-time const
const int d = b; // not a compile-time const
float x[c]; // okay
float y[d]; // ERROR
return b;
}
void main()
{
int i;
if (i == 3)
int j = i;
else
int k = j; // ERROR, j is undeclared
int m = k; // ERROR, k is undeclared
int n = j; // ERROR, j is undeclared
while (true)
int jj;
int kk = jj; // ERROR, jj is undeclared
}
const float cx = 4.20;
const float dx = 4.20;
void bar(in highp volatile vec4 v)
{
int s;
s.x; // okay
s.y; // ERROR
if (bad[0].x == cx.x)
;
if (cx.x == dx.x)
badorder3 = bad[0];
float f;
vec3 smeared = f.xxx;
f.xxxxx; // ERROR
f.xxy; // ERROR
}
layout(binding = 3) uniform; // ERROR
layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
layout(binding = 7) uniform anonblock { int aoeu; } ;
layout(location = 1) in; // ERROR
layout(binding = 1) in inblock { int aoeua; }; // ERROR
layout(binding = 100000) uniform anonblock2 { int aooeu; } ;
layout(binding = 4) uniform sampler2D sampb1;
layout(binding = 5) uniform sampler2D sampb2[10];
layout(binding = 80) uniform sampler2D sampb3; // ERROR, binding too big
layout(binding = 31) uniform sampler2D sampb4;
layout(binding = 79) uniform sampler2D sampb5[2]; // ERROR, binding too big
int fgfg(float f, mediump int i);
int fgfg(float f, highp int i);
out gl_PerVertex {
float gl_ClipDistance[4];
};
patch in vec4 patchIn; // ERROR
patch out vec4 patchOut; // ERROR
void bar23444()
{
mat4x3 m43; \
float a1 = m43[3].y;
vec3 v3;
int a2 = m43.length();
a2 += m43[1].length();
a2 += v3.length();
const float b = 2 * a1;
int a = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset;
}
const int comma0 = (2, 3); // ERROR
int comma1[(2, 3)]; // ERROR
layout(r32i) uniform iimage2D iimg2D;
layout(rgba32i) uniform iimage2D iimg2Drgba;
layout(rgba32f) uniform image2D img2Drgba;
layout(r32ui) uniform uimage2D uimg2D;
uniform image2DMS img2DMS; // ERROR image variables not declared writeonly must have format layout qualifier
uniform writeonly image2DMS img2DMSWO;
void qux()
{
int i = aoeu;
imageAtomicCompSwap(iimg2D, ivec2(i,i), i, i);
imageAtomicAdd(uimg2D, ivec2(i,i), uint(i));
imageAtomicMin(iimg2Drgba, ivec2(i,i), i); // ERROR iimg2Drgba does not have r32i layout
imageAtomicMax(img2Drgba, ivec2(i,i), i); // ERROR img2Drgba is not integer image
ivec4 pos = imageLoad(iimg2D, ivec2(i,i));
vec4 col = imageLoad(img2DMS, ivec2(i,i), i);
imageStore(img2DMSWO, ivec2(i,i), i, vec4(0));
imageLoad(img2DMSWO, ivec2(i,i), i); // ERROR, drops writeonly
}
volatile float vol; // ERROR, not an image
readonly int vol2; // ERROR, not an image
void passr(coherent readonly iimage2D image)
{
}
layout(r32i) coherent readonly uniform iimage2D qualim1;
layout(r32i) coherent volatile readonly uniform iimage2D qualim2;
void passrc()
{
passr(qualim1); // ERROR, changing formats
passr(qualim2); // ERROR, drops volatile, ERROR, changing formats
passr(iimg2D); // ERROR, changing formats
}
layout(rg8i) uniform uimage2D i1bad; // ERROR, type mismatch
layout(rgba32i) uniform image2D i2bad; // ERROR, type mismatch
layout(rgba32f) uniform uimage2D i3bad; // ERROR, type mismatch
layout(r8_snorm) uniform iimage2D i4bad; // ERROR, type mismatch
layout(rgba32ui) uniform iimage2D i5bad; // ERROR, type mismatch
layout(r8ui) uniform iimage2D i6bad; // ERROR, type mismatch
uniform offcheck {
layout(offset = 16) int foo; // ERROR
} offcheckI;
uniform sampler1D samp1D;
uniform sampler1DShadow samp1Ds;
void qlod()
{
int levels;
levels = textureQueryLevels(samp1D); // ERROR, not until 430
levels = textureQueryLevels(samp1Ds); // ERROR, not until 430
}
layout(binding=0) writeonly uniform image1D badArray[];
layout(binding = 74) uniform sampler2D u_sampler0[6];
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