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-rw-r--r--chromium/third_party/glslang/src/Test/300.frag161
1 files changed, 161 insertions, 0 deletions
diff --git a/chromium/third_party/glslang/src/Test/300.frag b/chromium/third_party/glslang/src/Test/300.frag
new file mode 100644
index 00000000000..ca2e2cb3e56
--- /dev/null
+++ b/chromium/third_party/glslang/src/Test/300.frag
@@ -0,0 +1,161 @@
+#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
+
+#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